if(my.STATE == 4)
{
var temp;
vec_set(temp, vector(epos[my.ENEMID][0], epos[my.ENEMID][1], epos[my.ENEMID][2]));
vec_sub(temp, my.x);
vec_to_angle(my.pan, temp);
if(vec_dist(my.x, vector(epos[my.ENEMID][0],epos[my.ENEMID][1],epos[my.ENEMID][2])) > enemy_speed*time_step)
{
c_move(me, vector(enemy_speed*time_step,0,0),nullvector, IGNORE_ME | IGNORE_PUSH);
}else my.STATE = 7;
}
if(my.STATE == 7)
{
// Drehungen zurückstellen - Endposition
me.pan = 0;
me.tilt = 0;
me.roll = 0;
me.x = epos[my.ENEMID][0];
me.y = epos[my.ENEMID][1];
me.z = epos[my.ENEMID][2];
// zusätzliche Gegner entfernen
if(my.ENEMID > 40) ent_remove(me);
return;
my.STATE = 8;
}