that's simple.
Normaly, you can use predefined 'player' entity*.
You can same use something like:
Code:
//in begin
ENTITY* my_player_ent;
var t_v[3];
var camera_mode;
//in main()
camera.clip_near = 0;
//in main > loop
if (camera_mode==4)//
{
vec_set(t_v,vector(my_player_ent.min_x,my_player_ent.max_y,my_player_ent_z * 0.8));
vec_rotate(t_v,my_player_ent.pan);
vec_add(t_v,my_player_ent.x);
vec_set(camera.x,t_v);
vec_set(camera.pan,my_player_ent.pan);
}
so then you make in beginning of player entity action:
Code:
action human_controlled =
{
my_player_ent = me;
}