ENTITY* boosterpaal; ENTITY* temp_b; ENTITY* gondel_1; action rotate_boosterarm() { boosterpaal = me; set(my,PASSABLE); vec_for_vertex(&temp,my,2691); ... ) action rotate_gondel1() { gondel_1 = me; set(my,PASSABLE); vec_for_vertex(&temp_b,boosterpaal,1); my.x = temp_b.x; my.y = temp_b.y; my.z = temp_b.z; }
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