spot = vehicles_findgoodexit(spot);
+ // Hide beam
+ if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
+ self.gun3.enemy.effects |= EF_NODRAW;
+ }
self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
self.owner.velocity_z += 10;