A_TurretStop is an action which is used to stop the effects of
A_SuperTurretFire, removing both
MF2_SUPERFIRE from the actor's flags. Var1 determines whether or not the actor will play
ActiveSound – if set to 0, the sound will be played if the actor has a target, if set to anything else nothing is played.
Code – A_TurretStop
// Function: A_TurretStop
// Description: Stops the turret fire.
// var1 = Don't play activesound?
// var2 = unused
void A_TurretStop(mobj_t *actor)
INT32 locvar1 = var1;
if (LUA_CallAction("A_TurretStop", actor))
actor->flags2 &= ~MF2_FIRING;
actor->flags2 &= ~MF2_SUPERFIRE;
if (actor->target && actor->info->activesound && !locvar1)