15 actor.tur_head = actor;
19 fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
20 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
#define METHOD(cname, name, prototype)
#define sound(e, c, s, v, a)
string W_Sound(string w_snd)
#define SOUND(name, path)
void turret_initparams(entity tur)
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)