if(self.aim_flags & TFL_AIM_SIMPLE)
return real_origin(self.enemy);
- mintime = max(self.attack_finished_single - time,0) + sys_frametime;
+ mintime = max(self.attack_finished_single[0] - time,0) + sys_frametime;
// Baseline
pre_pos = real_origin(self.enemy);
// Ready?
if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
- if (self.attack_finished_single > time) return 0;
+ if (self.attack_finished_single[0] > time) return 0;
// Special case: volly fire turret that has to fire a full volly if a shot was fired.
if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
Turret info = get_turretinfo(self.m_id);
info.tr_attack(info);
- self.attack_finished_single = time + self.shot_refire;
+ self.attack_finished_single[0] = time + self.shot_refire;
self.ammo -= self.shot_dmg;
self.volly_counter = self.volly_counter - 1;
self.enemy = world;
if (self.shot_volly > 1)
- self.attack_finished_single = time + self.shot_volly_refire;
+ self.attack_finished_single[0] = time + self.shot_volly_refire;
}
#ifdef TURRET_DEBUG