VECTOR temp_vec2; int BotTurnTo(ENTITY* ent, VECTOR* targ_vec) { vec_diff(temp_vec2.x,my.x,targ_vec.x); vec_to_angle(targ_vec.x,temp_vec2.x); ent.pan -= sign(ang(180 + ent.pan - targ_vec.x)) * 5 * time_step; // 5 speed }
BotTurnTo(me,player.x);
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