I switched back to my first version. But I think this is not "clean" laugh

What I did:

Code:
// calculate x,y,z distance from me to target
// divide to dercrease speed (value "calculated" by try and error :)
c_wert_x = (epos[my.ENEMID][0] - my.x)/(0.1*enemy_speed);
c_wert_y = (epos[my.ENEMID][1] - my.y)/(0.1*enemy_speed);
c_wert_z = (epos[my.ENEMID][2] - my.z)/(0.1*enemy_speed);


// move ENTITY on absdist
c_move(me, vector(0, 0, 0), vector(c_wert_x*time_step, c_wert_y*time_step, c_wert_z*time_step), IGNORE_ME | IGNORE_PUSH);



I seems to me, that ENTITY is getting slower, when it moves near to target. But it works and can be easily replaced, when I have learned how to do it better laugh