void turret_do_updates(entity t_turret)
{SELFPARAM();
vector enemy_pos;
- entity oldself;
- oldself = self;
setself(t_turret);
enemy_pos = real_origin(self.enemy);
self.tur_impactent = trace_ent;
self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
- setself(oldself);
+ setself(this);
}
/**