/*
* Standard damage proc.
*/
-void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void turret_stdproc_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
{
// Enougth allready!
if(self.deadflag == DEAD_DEAD)
// thorw head slightly off aim when hit?
if (self.damage_flags & TFL_DMG_HEADSHAKE)
{
- self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
- self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
+ self.tur_head.angles_x = self.tur_head.angles.x + (-0.5 + random()) * damage;
+ self.tur_head.angles_y = self.tur_head.angles.y + (-0.5 + random()) * damage;
self.SendFlags |= TNSF_ANG;
}