@create $thing named physthing :creates the position @prop physthing.x 0 @prop physthing.y 0 @prop physthing.z 0 :creates the inertia @prop physthing.xx 0 @prop physthing.yy 0 @prop physthing.zz 0 :creates the mesh id @prop physthing.meshid 0 :creates the lift verb @verb physthing:lift this none none @verb physthing:draw this none this @program physthing:draw player:tell("%%object ii[3f%0a",tonum(this),"%0a",this.meshid,"%0a",this.x,"%0a",this.y,"%0a",this.z,"%0a"); . @program physthing:lift this none none this.y=10; this.yy=0; this:draw(); . @verb physthing:fall this none this @verb physthing:drop this @program physthing:fall this none this while( this.y ) this.yy = this.yy + 1; this.y = this.y - this.yy; if( this.y < 0 ) this.y = 0; endif this:draw(); endwhile . @program physthing:drop this none none fork(0) this:fall(); endfork . :scratches his beard :thinks that the generic player is #6 :does generic player stuff... @prop #6.x 0 @prop #6.y 0 @prop #6.z 0 :thinks these might be used when falling, or sliding @prop #6.xx 0 @prop #6.yy 0 @prop #6.zz 0 :thinks that a person should be able to fall @prop #6.meshid 0 :thinks players should have their own meshes... @verb #6:draw tnt @program #6:draw player:tell("%%camera [3f%0a",this.x,"%0a",this.y,"%0a",this.z,"%0a"); . @verb #6:fall tnt @verb #6:innerfall tnt @program #6:innerfall fork( 1 ) this.yy = this.yy + 1; this.y = this.y - this.yy; if( this.y < 0 ) this.y = 0; else this:innerfall(); endif this:draw(); endfork . @program #6:fall this:innerfall(); .