void() train_next;
void train_wait()
{SELFPARAM();
- entity oldself;
- oldself = self;
- self = self.enemy;
- SUB_UseTargets();
- self = oldself;
+ SELFCALL(self.enemy, SUB_UseTargets());
+ SELFCALL_DONE();
self.enemy = world;
// if turning is enabled, the train will turn toward the next point while waiting