actor.tur_head = actor;
weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
- entity missile = turret_projectile(SND(HAGAR_FIRE), 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, true, true);
+ entity missile = turret_projectile(SND(HAGAR_FIRE), 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true);
missile.missile_flags = MIF_SPLASH;
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
}