-/*
-.float target_select_flags; /// target selection flags
-float TFL_TARGETSELECT_NO = 1; /// Dont select a target on its own.
-float TFL_TARGETSELECT_LOS = 2; /// Need line of sight
-float TFL_TARGETSELECT_PLAYERS = 4; /// Players are valid targets
-float TFL_TARGETSELECT_MISSILES = 8; /// Missiles are valid targets
-float TFL_TARGETSELECT_TRIGGERTARGET = 16; /// Responds to turret_trigger_target events
-float TFL_TARGETSELECT_ANGLELIMITS = 32; /// Angular limitations of turret head limits target selection
-float TFL_TARGETSELECT_RANGELIMTS = 64; /// Range limits apply in targetselection
-float TFL_TARGETSELECT_TEAMCHECK = 128; /// Consider team own <-> targets team
-float TFL_TARGETSELECT_NOBUILTIN = 256; /// Cant select targets on its own. needs to be triggerd or slaved.
-float TFL_TARGETSELECT_OWNTEAM = 512;
-*/
-
float turret_stdproc_targetscore_support(entity _turret,entity _target)
{
float score; // Total score
- float s_score,d_score;
+ float s_score, d_score;
if (_turret.enemy == _target) s_score = 1;
*/
float turret_stdproc_targetscore_generic(entity _turret, entity _target)
{
- //vector v_tmp;
float d_dist; // Defendmode Distance
-
float score; // Total score
-
float d_score; // Distance score
float a_score; // Angular score
float m_score; // missile score
{
// Make a normlized value base on the targets distance from our optimal killzone
ikr = _turret.target_range_optimal;
- d_score = min(ikr,tvt_dist) / max(ikr,tvt_dist);
+ d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
}
- /*
- // Determine the maximum time it could take this turrent to aim at someting.
- max_aim_delay = (max(_turret.aim_maxrot,_turret.aim_maxpitch) / _turret.aim_speed * 2);
-
- // Find out how long it would take to aim at this taget.
- aim_delay = (thadf+0.01) / _turret.aim_speed;
-
- // Turn this info into a normalized value.
- aim_delay = (min(max_aim_delay,aim_delay) / max_aim_delay);
- a_score = 1 - aim_delay;
- */
-
- //a_score = 1 - (tvt_thadf / max(_turret.aim_maxrot,_turret.aim_maxpitch));
a_score = 1 - tvt_thadf / _turret.aim_maxrot;
if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))