#include <acknex.h>
#include <default.c>
#define PRAGMA_PATH "%EXE_DIR%\templates\images";
#define PRAGMA_PATH "%EXE_DIR%\templates\models";
action actIcon ()
{
BMAP *_bmp = bmap_create ( "schaden.tga" );
PANEL *_pan = pan_create ( "", 1 );
pan_setwindow ( _pan, 0, 0, 0, bmap_width(_bmp), bmap_height(_bmp), _bmp, &_pan->skill_x, &_pan->skill_y );
while ( !key_esc )
{
VECTOR _v;
vec_set ( &_v, &my->x );
vec_to_screen ( &_v, camera );
_pan->pos_x = floor(_v.x) - bmap_width(_bmp) / 2;
_pan->pos_y = floor(_v.y) - bmap_height(_bmp) / 2;
var _upperX = minv ( bmap_width(_bmp), camera->pos_x + camera->size_x - _pan->pos_x );
var _upperY = minv ( bmap_height(_bmp), camera->pos_y + camera->size_y - _pan->pos_y );
_pan->skill_x = maxv ( 0, camera->pos_x - _pan->pos_x );
_pan->skill_y = maxv ( 0, camera->pos_y - _pan->pos_y );
if ( ( _upperX < 1 ) || ( _upperY < 1 ) || ( _pan->skill_x > bmap_width(_bmp) ) || ( _pan->skill_y > bmap_height(_bmp) ) )
_pan->flags &= ~SHOW;
else
{
var _winSizeX = minv ( bmap_width(_bmp) - _pan->skill_x, _upperX );
var _winSizeY = minv ( bmap_height(_bmp) - _pan->skill_y, _upperY );
pan_setwindow ( _pan, 1, _pan->skill_x, _pan->skill_y, _winSizeX, _winSizeY, _bmp, &_pan->skill_x, &_pan->skill_y );
_pan->flags |= SHOW;
}
wait(1);
}
}
void main ()
{
wait(1);
level_load ( "" );
camera->size_x = screen_size.x - 200;
camera->size_y = screen_size.y - 200;
camera->pos_x = 100;
camera->pos_y = 100;
ent_createlayer ( "skycube+6.tga", SKY | CUBE, 1 );
ent_create ( "pistol.mdl", vector(300,0,0), actIcon );
def_move ();
}