if(self.spawnflags & 1 && self.bezier_turn && self.wait >= 0)
{
entity targ;
+ vector org;
targ = find(world, targetname, self.target);
- SUB_CalcAngleMove(targ.origin, TSPEED_TIME, self.ltime - time + self.wait, train_wait);
+ org = vectoangles(targ.origin);
+ SUB_CalcAngleMove(org, TSPEED_TIME, self.ltime - time + self.wait, train_wait);
self.train_wait_turning = TRUE;
return;
}