VECTOR temp;
ANGLE temp_angle;
function BotTurnTo(ENTITY* ent,VECTOR* targ_vec,var turning_spd)
{
vec_set(temp,targ_vec.x);
vec_sub(temp,ent.x);
vec_to_angle(temp_angle,temp);
if(ang(temp_angle.pan - ent.pan) < -1 | ang(temp_angle.pan - ent.pan) > 1)
{
ent.pan += sign(ang(temp_angle.pan - ent.pan)) * 10 * time_step ;
}
ent.tilt = 0;
ent.roll = 0;
}