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if( buttons & IN_ATTACK2 && can_move[ id ] ) { static iEnt; iEnt = oberon_control[id] static Float:vAngles[2][3], Float:vOrigin[3], Float:vVec, iControler; vVec = 0.0 get_position2(id, 200.0, 0.0, 0.0, vOrigin, 1) get_entity_angle(iEnt, vOrigin, vAngles[0], 1) pev(iEnt, pev_angles, vAngles[1]) if(vAngles[1][1] < 0.0) vAngles[1][1] += 360.0 vVec = vAngles[0][1] - vAngles[1][1] iControler = get_controler(360, floatround(vVec), 255) if(iControler < 0) iControler += 255 set_pev(oberon_control[ id ], pev_controller_2, iControler) play_anim( oberon_control[ id ], ANIM_ATTACK_OBERON, 1.0 ); entity_set_float( oberon_control[ id ], EV_FL_framerate, 1.0 ); if(get_gametime()-0.3 > g_lastexpl[id]) { Shooting_Cannon( id ); g_lastexpl[id] = get_gametime() } }