/* flags */ ATTRIB(HunterKillerAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(HunterKillerAttack, impulse, int, 9);
/* refname */ ATTRIB(HunterKillerAttack, netname, string, "turret_hk");
-/* wepname */ ATTRIB(HunterKillerAttack, message, string, _("Hunter-Killer"));
+/* wepname */ ATTRIB(HunterKillerAttack, m_name, string, _("Hunter-Killer"));
ENDCLASS(HunterKillerAttack)
REGISTER_WEAPON(HK, NEW(HunterKillerAttack));
actor.tur_head = actor;
weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
- entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
+ entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, FALSE, FALSE);
te_explosion (missile.origin);
missile.think = turret_hk_missile_think;