actor.tur_head = actor;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
- entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, false, false);
+ entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, false, false);
te_explosion (missile.origin);
setthink(missile, turret_hk_missile_think);