entity missile;
turret_tag_fire_update();
- missile = turret_projectile(W_Sound("rocket_fire"), 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
+ missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
missile.missile_flags = MIF_SPLASH;
te_explosion (missile.origin);