With vec_to_angle(my.pan, temp); you set the new angle (pan) directly. If you want to turn it use c_rotate.
--->>
Save the new angle.
Code:
//create new vector to store angles
var vecAngle[3]
-> vec_to_angle(vecAngle, temp);
then calculate the difference between the angle the enemy has now and the one he should turn to.
Code:
//get diff between current angle and the needed
vec_diff(temp, vecAngle, my.pan);
then turn your enemy
Code:
c_rotate(me, temp, glide);
I didnt test it but it should work.
nipx