if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, v_forward, false, 0, SND_HunterKillerAttack_FIRE, CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HunterKillerAttack_FIRE, CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
{
this.cnt = time + 0.25;
this.nextthink = 0;
- this.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
return;
}