float d[3];
float tdir, olddir, turnaround;
- olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 );
- turnaround = anglemod(olddir - 180);
+ olddir = ANGLEMOD((int)(actor->v.ideal_yaw/45)*45);
+ turnaround = ANGLEMOD(olddir - 180);
deltax = enemy->v.origin[0] - actor->v.origin[0];
deltay = enemy->v.origin[1] - actor->v.origin[1];