- SUB_ANGLES(self.owner)_x -= 360 * floor((SUB_ANGLES(self.owner)_x - destangle_x) / 360 + 0.5);
- SUB_ANGLES(self.owner)_y -= 360 * floor((SUB_ANGLES(self.owner)_y - destangle_y) / 360 + 0.5);
- SUB_ANGLES(self.owner)_z -= 360 * floor((SUB_ANGLES(self.owner)_z - destangle_z) / 360 + 0.5);
+ vector v = SUB_ANGLES(self.owner);
+ v.x -= 360 * floor((v.x - destangle_x) / 360 + 0.5);
+ v.y -= 360 * floor((v.y - destangle_y) / 360 + 0.5);
+ v.z -= 360 * floor((v.z - destangle_z) / 360 + 0.5);
+ SUB_ANGLES(self.owner) = v;