turret_projectile_explode(this);
// Enemy dead? just keep on the current heading then.
- if ((this.enemy == world) || (IS_DEAD(this.enemy)))
+ if ((this.enemy == NULL) || (IS_DEAD(this.enemy)))
{
// Make sure we dont return to tracking a respawned player
- this.enemy = world;
+ this.enemy = NULL;
// Turn model
this.angles = vectoangles(this.velocity);