rocket = spawn ();
setorigin(rocket, org);
- sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM);
+ asound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM);
setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
rocket.classname = "walker_rocket";
if(self.idletime < time)
{
- if(random() < 0.5 || self.spawnflasg & TSL_ROAM)
+ if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
{
self.idletime = time + 1 + random() * 5;
self.moveto = self.origin;
void walker_attack()
{
- sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
+ asound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET_WALKER_GUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);