//RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
Turret tur = get_turretinfo(this.m_id);
+
+ // Trigger target_death
+ if ( this.target_death != "" )
+ {
+ for(entity t = NULL; (t = find(t, targetname, this.target_death)); )
+ {
+ if ( t.use )
+ {
+ t.use(t, this.killer, this);
+ }
+ }
+ }
+
if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
{
+ // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
+
tur.tr_death(tur, this);
delete(this.tur_head);