void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
{
// Enougth allready!
- if (self.health <= 0)
+ if(self.deadflag == DEAD_DEAD)
return;
// Inactive turrets take no damage. (hm..)
- if not (self.tur_active)
+ if not (self.active)
return;
if (teamplay)
self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
self.SendFlags |= TNSF_ANG;
-
}
if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)