Es sind 6 Dateien. Das ist ein nettes Angebo und heir kommt er schon:
Code:
///////////////////////////////
#include <acknex.h>
#include <default.c>
#include "move.c"
#include "enemy.c"
#include "menue.c"
#include "opa.c"
#include "schmied.c"
#include "mystymood.c"
var ninjastern;
SOUND* ende_snd = "ende.wav";
///////////////////////////////
BMAP* maus_bmap = "maus.pcx";
ENTITY* gotonow;
var move_var;
PANEL* gamewon_pan = //mein erstes panel
{
	pos_x = 50;
	pos_y = 110;
	layer = 10;
	button (0, 0, "won.jpg", "won.jpg", "won.jpg", null, null, null);
	//flags = OVERLAY | SHOW;
}
PANEL* start_pan = //mein erstes panel
{
  pos_x = 0;
  pos_y = 0;
  layer = 1;
  button (0, 0, "start.jpg", "start.jpg", "start.jpg", gogogo, null, null);
  flags = OVERLAY | SHOW;
}
function gogogo(){
	level_load("ninjacat.wmb");
	reset(start_pan,SHOW);
}
function adjust_target()

{while(! player)
wait(1);
	gotonow=my;
	my.z += 10; // play with the target entity here    
	set(my,PASSABLE); 
	vec_set(to,my.x);  
	vec_sub(to, player.x);
	vec_set(to2,my.x);
	angriff=0;
	move_var=1;
	while(my.skill1<90) 
   {
      my.skill1 += 10*time_step;
      if (my.skill1 > 100) my.skill1 -= 100; 
      ent_animate(me,"start",my.skill1,ANM_CYCLE);
      wait(1);
   } 
	ent_remove(my);
	//vec_add(to2,vector(40,40,40));

}



function create_target()

{
	VECTOR pos1, pos2;
	pos1.x = mouse_pos.x;
	pos1.y = mouse_pos.y;
	pos1.z = 0;
	vec_for_screen (pos1, camera);
	pos2.x = mouse_pos.x;
	pos2.y = mouse_pos.y;
	pos2.z = 20000; // use a big value here
	vec_for_screen (pos2, camera);
	c_trace (pos1.x, pos2.x, IGNORE_PASSABLE); // now "target" holds the coordinates of the hit point
	ent_create ("ziel.mdl", target, adjust_target); // create the entity at the "target" position
  // fire_bullets();
}
function mouse_startup(){  
	on_mouse_left = create_target; // create a target entity when the player presses the left mouse button
}
function sun_move()
{sun_angle.pan=180;
sun_angle.tilt=45;
  while(1)
  {
    sun_angle.pan += 0.01 * time_frame; 
    sun_angle.pan %= 360; 
    sun_angle.tilt = fsin(sun_angle.pan, 45) + 45;
    //sun_light = sun_angle.tilt;
    wait(1);
  }
}
function ende (){
	while(mission!=47){
	
		
		wait(1);
	}´
	snd_play  (ende_snd,100,0);
	set(gamewon_pan,SHOW);
}	

function main()
{warn_level = 6;
	camera.arc=100;
	//vec_set(screen_size,vector(800,400,0));
	vec_set(screen_color,vector(250,1,1)); // dark blue
//	vec_set(sky_color,vector(50,1,1)); // dark blue
	video_window(NULL,NULL,0,"My New Game");
	d3d_antialias = 1;
	shadow_stencil = 3;
	video_mode=8;
	level_load("start.wmb");
	camera.arc=100;
	mouse_range = 20100;
	mouse_map = maus_bmap;
	mouse_mode = 4;
	ninjastern=0;
	gold=0;
	ende ();
	bullets_startup();
	mouse_startup();
	//bullets_startup();
	sun_move();	
}