+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity proj;
+
+ turret_tag_fire_update();
+
+ proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
+ Send_Effect("laser_muzzleflash", self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ proj.think = turret_flac_projectile_think_explode;
+ proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;