if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, v_forward, false, 0, SND(PhaserTurretAttack_FIRE), CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
void beam_think()
{SELFPARAM();
- if ((time > self.cnt) || (self.owner.deadflag != DEAD_NO))
+ if ((time > self.cnt) || (IS_DEAD(self.owner)))
{
self.owner.attack_finished_single[0] = time + self.owner.shot_refire;
self.owner.fireflag = 2;