action walking_enemy()
{
set(my,SHADOW | METAL);
c_setminmax(my);
my.skill100 =100;
while(1)
{
c_move (my, vector (10* time_step,0,0), nullvector, IGNORE_PASSABLE | NULL);
my.skill22 += 8 * time_step; // 5 gives the "walk" animation speed
ent_animate(my, "walk", my.skill22, ANM_CYCLE);
if (trace_hit) {
vec_to_angle(my.pan,bounce); // and bounce off any obstacles
my.tilt = 0;
my.roll =0;
}
wait(1);
}
}