if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_FLAC.m_id);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
#ifdef TURRET_DEBUG
- float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+ float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
#else
- RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+ RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
#endif
delete(this);
}