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(FlacAttack_FIRE), CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
turret_tag_fire_update();
- entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
+ entity proj = turret_projectile(SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
proj.think = turret_flac_projectile_think_explode;
proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
void turret_flac_projectile_think_explode()
{
SELFPARAM();
- if (self.enemy != world)
- if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
+ if(self.enemy != world)
+ if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 3))
setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
#ifdef TURRET_DEBUG