// Player walk action (with gravity) ...

var distance;

action player_ent
{
player = my; // this is the player
my.invisible = on; // make him invisible
var vFeet; var hit; // ?
vec_for_min(vFeet,me);//?
while(1) //while this happens (th >1< is))
{
my.pan += (key_a-key_d)*13*time_step;// turn speed A & D keys
distance = (key_w-key_s)*30*time_step; // forward and backward speed W & S keys
c_move(me, vector(distance,0,0), NULL, GLIDE); //?
ent_animate(me,"walk",my.skill2,ANM_CYCLE); // animate walk frames
c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE); // ?
my.z = hit.z - vFeet.z; // ?
camera.pan -= mouse_force.x*14*time_step; // x speed (camera in game)
camera.tilt += mouse_force.y*14*time_step;// y speed (camera in game)
vec_set (camera.x,my.x); // copy my entity (player) , to camera position
vec_set(my.pan,camera.pan); // rotate the camera together with the my(player) entities pan , value
wait(1);
}
}

//Have it good /B
//