float vz;
vector wish_angle, real_angle;
- vz = self.velocity_z;
+ vz = self.velocity.z;
- self.angles_x = anglemods(self.angles_x);
- self.angles_y = anglemods(self.angles_y);
+ self.angles_x = anglemods(self.angles.x);
+ self.angles_y = anglemods(self.angles.y);
fixedmakevectors(self.angles);
real_angle = wish_angle - self.angles;
real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
- self.tur_head.spawnshieldtime = fabs(real_angle_y);
- real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
- self.angles_y = (self.angles_y + real_angle_y);
+ self.tur_head.spawnshieldtime = fabs(real_angle.y);
+ real_angle_y = bound(-self.tur_head.aim_speed, real_angle.y, self.tur_head.aim_speed);
+ self.angles_y = (self.angles.y + real_angle.y);
if(self.enemy)
ewheel_move_enemy();