well, i have this:
; =========================================================================================================
; Player_Action_Boost
; =========================================================================================================
Function Player_Action_Boost(p.tPlayer, d.tDeltaTime)
p\Motion\Speed\x# = Sin(p\Animation\Direction#)*6
p\Motion\Speed\z# = -Cos(p\Animation\Direction#)*6
ShowEntity p\Objects\Mesh_BoostAura
RotateEntity(p\Objects\Mesh_BoostAura, 0, 0, 0)
PositionEntity p\Objects\Mesh_BoostAura, EntityX(p\Objects\Mesh), EntityY(p\Objects\Mesh), EntityZ(p\Objects\Mesh)
RotateEntity(p\Objects\Mesh_BoostAura, 0, p\Animation\Direction# -360, 0)
ScaleEntity(p\Objects\Mesh_BoostAura, GAME_SCALE#, GAME_SCALE#, GAME_SCALE#)
AlignToVector(p\Objects\Mesh_BoostAura, p\Motion\Align\x#, p\Motion\Align\y#, p\Motion\Align\z#, 2)
ShowEntity p\Objects\Mesh_WaveAura
PositionEntity p\Objects\Mesh_WaveAura, EntityX(p\Objects\Mesh), EntityY(p\Objects\Mesh), EntityZ(p\Objects\Mesh)
RotateEntity(p\Objects\Mesh_WaveAura, 0, p\Animation\Direction# -360, 0)
If (Input\Pressed\ActionA And p\Motion\Ground=True) Then
p\Action = ACTION_JUMP
p\Motion\Speed\x# = p\Motion\Speed\x#*0.7
p\Motion\Speed\y# = JUMP_STRENGHT#
p\Motion\Speed\z# = p\Motion\Speed\z#*0.7
Player_ConvertGroundToAir(p)
p\Motion\Ground = False
HideEntity p\Objects\Mesh_BoostAura
PlaySound (sound_jump)
electriccount=electriccount+1
If electriccount > 1 Then electriccount = 1
; When jumping, we need to set the align vector instantly, or else the
; player may reattach to the wall
p\Motion\Align\x# = 0.0
p\Motion\Align\y# = 1.0
p\Motion\Align\z# = 0.0
End If
If (Gameplay_Character=1 Or Gameplay_Character=2) And (Not Input\Hold\ActionE) Then HideEntity p\Objects\Mesh_BoostAura p\Action = ACTION_COMMON StopChannel(Game\MusicChn)
If ((Not p\Action = ACTION_JUMP) And (p\Motion\Ground= False)) Then
p\Action = ACTION_FALL HideEntity p\Objects\Mesh_BoostAura
End If
If (Gameplay_Character=1 Or Gameplay_Character=2) And (Input\Hold\ActionE And p\Motion\Ground=False)Then
p\Action = ACTION_AIRBOOST
Animate p\Objects\Mesh_BoostAura, 1, 1, 0, 0
End If
End Function