VECTOR* My_Vector = {x=0;y=0;z=0;} ... My_Vector.x = enemy.x - 3 * cos(my.x); // Play around with "3" My_Vector.y = enemy.y - 3 * sin(my.x); My_Vector.z = enemy.z; vec_set (My_Vector.x, player.x); vec_sub (My_Vector.x, my.x); vec_to_angle (my.pan, My_Vector.x); // rotate it towards the target ...
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