else if (TICK_GT(now, td->tofire))
{
Player *bp;
td->tofire = now + td->interval;
td->tosend = now + 15;
td->pos.bounty = TICK_DIFF(td->endtime, now) / 100;
td->pos.time = now;
td->pos.weapon.type = td->weapon;
td->pos.energy = td->pos.extra.energy =
TICK_DIFF(td->endtime, now) / 100;
pd->Lock();
bp = findTurretTarget(td);
td->pos.rotation = !bp ? 0 :
fireControl(
td->p->position.x,
td->p->position.y,
bp->position.x,
bp->position.y,
bp->position.xspeed - td->p->position.xspeed,
bp->position.yspeed - td->p->position.yspeed,
cfg->GetInt(td->p->arena->cfg,
ship_names[(int)bp->p_ship], "BombSpeed", 10));
pd->Unlock();
game->FakePosition(td->p, &td->pos, sizeof(td->pos));
}