void main(){
fps_max = 60;
level_load("");
wait(3);
ENTITY* planeEnt = ent_create(CUBE_MDL, nullvector, NULL);
vec_set(planeEnt.scale_x, vector(10, 10, 0.5));
wait(1);
c_setminmax(planeEnt);
var i = 0;
ENTITY* testEnt[4];
for(i = 0; i < 4; i++){
testEnt[i] = ent_create(CUBE_MDL, nullvector, NULL);
vec_set(testEnt[i].scale_x, vector(10, 1, 1));
wait(1);
c_setminmax(testEnt[i]);
}
vec_set(testEnt[0].x, vector(0, planeEnt.max_y - testEnt[0].max_y, testEnt[0].max_z - (testEnt[0].min_z / 2)));
vec_set(testEnt[1].x, vector(0, planeEnt.min_y + testEnt[1].max_y, testEnt[1].max_z - (testEnt[1].min_z / 2)));
vec_set(testEnt[2].x, vector(planeEnt.max_x - testEnt[2].max_y, 0, testEnt[2].max_z - (testEnt[2].min_z / 2)));
vec_set(testEnt[3].x, vector(planeEnt.min_x + testEnt[3].max_y, 0, testEnt[3].max_z - (testEnt[3].min_z / 2)));
testEnt[2].pan += 90;
testEnt[3].pan += 90;
var cam_pan = 0, cam_tilt = -90;
camera.arc = 90;
while(1){
cam_pan -= 0.05 * mickey.x;
cam_pan = clamp(cam_pan, -5, 5);
cam_tilt -= 0.05 * mickey.y;
cam_tilt = clamp(cam_tilt, -95, -85);
vec_set(camera.pan, vector(0, cam_tilt, 0));
ang_rotate(camera.pan, vector(cam_pan, 0, 0));
vec_set(camera.x, vector(-(cam_tilt + 90) * 2, -(cam_pan) * 2, 150));
wait(1);
}
}