///////////////////////////////
#include <acknex.h>
#include <default.c>
#include <mtlFX.c>
#include <sel_pan.c> //Uhrwerk rewrited code for player selection in liteC
//////////////////
// 2012 test //
//////////////////
BMAP* mice = "mice.tga";
void camera_load(a,b,c,d);
void main()
{
video_mode = 8;
video_depth = 32;
video_switch(0,0,2);
wait(3);
level_load("level.wmb");
wait(3);
mouse_map = mice;
camera_load(0,0,100,1);
}
VECTOR vSpeed, vAngularSpeed, vForce, vMove;
void camera_load(a,b,c,d)
{
camera.x=a;
camera.y=b;
camera.z=c;
var birim;
birim=6;
if(d==1)
{
while (1)
{
if(key_shiftl==1)
{
birim=26;
}
else
{
birim=16;
}
vForce.x = -5*(key_force.x + mouse_force.x); // pan angle
vForce.y = 5*(key_force.y + mouse_force.y); // tilt angle
vForce.z = 0; // roll angle
vec_accelerate(vMove,vAngularSpeed,vForce,0.8);
vec_add(camera.pan,vMove);
vForce.x = birim * (key_w - key_s); // forward
vForce.y = birim * (key_a - key_d); // sideward
vForce.z = birim * (key_home - key_end); // upward
vec_accelerate(vMove,vSpeed,vForce,0.5);
vec_rotate(vMove,camera.pan);
vec_add(camera.x,vMove);
wait(1);
}
}
}