void() train_next;
void train_wait()
{
+ entity oldself;
+ oldself = self;
+ self = self.enemy;
+ SUB_UseTargets();
+ self = oldself;
+ self.enemy = world;
+
// if using bezier curves and turning is enabled, the train will turn toward the next point while waiting
if(!self.train_wait_turning)
if(self.spawnflags & 1 && self.bezier_turn && self.wait >= 0)
self.think = train_next;
self.nextthink = self.ltime + self.wait;
}
-
- entity oldself;
- oldself = self;
- self = self.enemy;
- SUB_UseTargets();
- self = oldself;
- self.enemy = world;
}
void train_next()