VECTOR temp; int BotTurnTo(ENTITY* ent,VECTOR* targ_vec) { vec_set(temp,targ_vec.x); vec_sub(temp,ent.x); vec_to_angle(ent.pan, temp); } action test_player() { player = me; } action test() { while(!key_t) { wait(1); } beep(); wait(-1); while(1) { BotTurnTo(me,player.x); wait(1); } }
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