actor.shot_speed = 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
- entity beam = spawn();
+ entity beam = new(PhaserTurret_beam);
beam.ticrate = 0.1; //autocvar_sys_ticrate;
setmodel(beam, MDL_TUR_PHASER_BEAM);
beam.effects = EF_LOWPRECISION;