for(EntitySeat seat : vehicle.seats)
{
//If the seat has a gun model attached
if(seat != null && seat.seatInfo != null && seat.seatInfo.gunName != null && gunModels.get(seat.seatInfo.gunName) != null && vehicle.isPartIntact(seat.seatInfo.part) && vehicle.rotateWithTurret(seat.seatInfo))
{
EntitySeat driverSeat = vehicle.seats[0];
float driverYaw = driverSeat.prevLooking.getYaw() + (driverSeat.looking.getYaw() - driverSeat.prevLooking.getYaw()) * dt;
float yaw = seat.prevLooking.getYaw() + (seat.looking.getYaw() - seat.prevLooking.getYaw()) * dt;
float pitch = seat.prevLooking.getPitch() + (seat.looking.getPitch() - seat.prevLooking.getPitch()) * dt;