]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/sv_turrets.qc
Merge branch 'master' into mirceakitsune/playermodel_ubot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
diff --git a/qcsrc/common/turrets/sv_turrets.qc b/qcsrc/common/turrets/sv_turrets.qc
new file mode 100644 (file)
index 0000000..57bb008
--- /dev/null
@@ -0,0 +1,1391 @@
+#ifdef SVQC
+#include <server/autocvars.qh>
+
+// Generic aiming
+vector turret_aim_generic(entity this)
+{
+
+       vector pre_pos, prep;
+       float distance, impact_time = 0, i, mintime;
+
+       turret_tag_fire_update(this);
+
+       if(this.aim_flags & TFL_AIM_SIMPLE)
+               return real_origin(this.enemy);
+
+       mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
+
+       // Baseline
+       pre_pos = real_origin(this.enemy);
+
+       // Lead?
+       if (this.aim_flags & TFL_AIM_LEAD)
+       {
+               if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE)           // Need to conpensate for shot traveltime
+               {
+                       prep = pre_pos;
+
+                       distance = vlen(prep - this.tur_shotorg);
+                       impact_time = distance / this.shot_speed;
+
+                       prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
+
+                       if(this.aim_flags & TFL_AIM_ZPREDICT)
+                       if(!IS_ONGROUND(this.enemy))
+                       if(this.enemy.movetype == MOVETYPE_WALK || this.enemy.movetype == MOVETYPE_TOSS || this.enemy.movetype == MOVETYPE_BOUNCE)
+                       {
+                               float vz;
+                               prep_z = pre_pos_z;
+                               vz = this.enemy.velocity_z;
+                               for(i = 0; i < impact_time; i += sys_frametime)
+                               {
+                                       vz = vz - (autocvar_sv_gravity * sys_frametime);
+                                       prep_z = prep_z + vz * sys_frametime;
+                               }
+                       }
+                       pre_pos = prep;
+               }
+               else
+                       pre_pos = pre_pos + this.enemy.velocity * mintime;
+       }
+
+       if(this.aim_flags & TFL_AIM_SPLASH)
+       {
+               //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
+               traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
+               if(trace_fraction != 1.0)
+                       pre_pos = trace_endpos;
+       }
+
+       return pre_pos;
+}
+
+float turret_targetscore_support(entity _turret,entity _target)
+{
+       float score;            // Total score
+       float s_score = 0, d_score;
+
+       if (_turret.enemy == _target) s_score = 1;
+
+       d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
+
+       score = (d_score * _turret.target_select_rangebias) +
+                       (s_score * _turret.target_select_samebias);
+
+       return score;
+}
+
+/*
+* Generic bias aware score system.
+*/
+float turret_targetscore_generic(entity _turret, entity _target)
+{
+       float d_dist;      // Defendmode Distance
+       float score;            // Total score
+       float d_score;    // Distance score
+       float a_score;    // Angular score
+       float m_score = 0;  // missile score
+       float p_score = 0;  // player score
+       float ikr;                // ideal kill range
+
+       if (_turret.tur_defend)
+       {
+               d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
+               ikr = vlen(_turret.origin - _turret.tur_defend.origin);
+               d_score = 1 - d_dist / _turret.target_range;
+       }
+       else
+       {
+               // 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);
+       }
+
+       a_score = 1 - tvt_thadf / _turret.aim_maxrotate;
+
+       if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
+               m_score = 1;
+
+       if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
+               p_score = 1;
+
+       d_score = max(d_score, 0);
+       a_score = max(a_score, 0);
+       m_score = max(m_score, 0);
+       p_score = max(p_score, 0);
+
+       score = (d_score * _turret.target_select_rangebias) +
+                       (a_score * _turret.target_select_anglebias) +
+                       (m_score * _turret.target_select_missilebias) +
+                       (p_score * _turret.target_select_playerbias);
+
+       if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
+       {
+               //dprint("Wtf?\n");
+               score *= 0.001;
+       }
+
+#ifdef TURRET_DEBUG
+       string sd,sa,sm,sp,ss;
+       string sdt,sat,smt,spt;
+
+       sd = ftos(d_score);
+       d_score *= _turret.target_select_rangebias;
+       sdt = ftos(d_score);
+
+       //sv = ftos(v_score);
+       //v_score *= _turret.target_select_samebias;
+       //svt = ftos(v_score);
+
+       sa = ftos(a_score);
+       a_score *= _turret.target_select_anglebias;
+       sat = ftos(a_score);
+
+       sm = ftos(m_score);
+       m_score *= _turret.target_select_missilebias;
+       smt = ftos(m_score);
+
+       sp = ftos(p_score);
+       p_score *= _turret.target_select_playerbias;
+       spt = ftos(p_score);
+
+
+       ss = ftos(score);
+       bprint("^3Target scores^7 \[  ",_turret.netname, "  \] ^3for^7 \[  ", _target.netname,"  \]\n");
+       bprint("^5Range:\[  ",sd,  "  \]^2+bias:\[  ",sdt,"  \]\n");
+       bprint("^5Angle:\[  ",sa,  "  \]^2+bias:\[  ",sat,"  \]\n");
+       bprint("^5Missile:\[  ",sm,"  \]^2+bias:\[  ",smt,"  \]\n");
+       bprint("^5Player:\[  ",sp, "  \]^2+bias:\[  ",spt,"  \]\n");
+       bprint("^3Total (w/bias):\[^1",ss,"\]\n");
+
+#endif
+
+       return score;
+}
+
+// Generic damage handling
+void turret_hide(entity this)
+{
+       this.effects   |= EF_NODRAW;
+       this.nextthink = time + this.respawntime - 0.2;
+       setthink(this, turret_respawn);
+}
+
+void turret_die(entity this)
+{
+       this.deadflag             = DEAD_DEAD;
+       this.tur_head.deadflag = this.deadflag;
+
+// Unsolidify and hide real parts
+       this.solid                       = SOLID_NOT;
+       this.tur_head.solid      = this.solid;
+
+       this.event_damage                 = func_null;
+       this.takedamage                  = DAMAGE_NO;
+
+       this.health                      = 0;
+
+// Go boom
+       //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);
+       if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
+       {
+               tur.tr_death(tur, this);
+
+               remove(this.tur_head);
+               remove(this);
+       }
+       else
+       {
+               // Setup respawn
+               this.SendFlags    |= TNSF_STATUS;
+               this.nextthink   = time + 0.2;
+               setthink(this, turret_hide);
+
+               tur.tr_death(tur, this);
+       }
+}
+
+void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
+       // Enough already!
+       if(this.deadflag == DEAD_DEAD)
+               return;
+
+       // Inactive turrets take no damage. (hm..)
+       if(!this.active)
+               return;
+
+       if(SAME_TEAM(this, attacker))
+       {
+               if(autocvar_g_friendlyfire)
+                       damage = damage * autocvar_g_friendlyfire;
+               else
+                       return;
+       }
+
+       this.health -= damage;
+
+       // thorw head slightly off aim when hit?
+       if (this.damage_flags & TFL_DMG_HEADSHAKE)
+       {
+               this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
+               this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
+
+               this.SendFlags  |= TNSF_ANG;
+       }
+
+       if (this.turret_flags & TUR_FLAG_MOVE)
+               this.velocity = this.velocity + vforce;
+
+       if (this.health <= 0)
+       {
+               this.event_damage                 = func_null;
+               this.tur_head.event_damage = func_null;
+               this.takedamage                  = DAMAGE_NO;
+               this.nextthink = time;
+               setthink(this, turret_die);
+       }
+
+       this.SendFlags  |= TNSF_STATUS;
+}
+
+void turret_think(entity this);
+void turret_respawn(entity this)
+{
+       // Make sure all parts belong to the same team since
+       // this function doubles as "teamchange" function.
+       this.tur_head.team      = this.team;
+       this.effects                       &= ~EF_NODRAW;
+       this.deadflag                           = DEAD_NO;
+       this.effects                            = EF_LOWPRECISION;
+       this.solid                                      = SOLID_BBOX;
+       this.takedamage                         = DAMAGE_AIM;
+       this.event_damage                       = turret_damage;
+       this.avelocity                          = '0 0 0';
+       this.tur_head.avelocity         = this.avelocity;
+       this.tur_head.angles            = this.idle_aim;
+       this.health                                     = this.max_health;
+       this.enemy                                      = NULL;
+       this.volly_counter                      = this.shot_volly;
+       this.ammo                                       = this.ammo_max;
+
+       this.nextthink = time + this.ticrate;
+       setthink(this, turret_think);
+
+       this.SendFlags = TNSF_FULL_UPDATE;
+
+       Turret tur = get_turretinfo(this.m_id);
+       tur.tr_setup(tur, this);
+}
+
+
+// Main functions
+#define cvar_base "g_turrets_unit_"
+.float clientframe;
+void turrets_setframe(entity this, float _frame, float client_only)
+{
+       if((client_only ? this.clientframe : this.frame ) != _frame)
+       {
+               this.SendFlags |= TNSF_ANIM;
+               this.anim_start_time = time;
+       }
+
+        if(client_only)
+               this.clientframe = _frame;
+       else
+               this.frame = _frame;
+
+}
+
+bool turret_send(entity this, entity to, float sf)
+{
+
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
+       WriteByte(MSG_ENTITY, sf);
+       if(sf & TNSF_SETUP)
+       {
+               WriteByte(MSG_ENTITY, this.m_id);
+
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
+
+               WriteAngle(MSG_ENTITY, this.angles_x);
+               WriteAngle(MSG_ENTITY, this.angles_y);
+       }
+
+       if(sf & TNSF_ANG)
+       {
+               WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
+               WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
+       }
+
+       if(sf & TNSF_AVEL)
+       {
+               WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
+               WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
+       }
+
+       if(sf & TNSF_MOVE)
+       {
+               WriteShort(MSG_ENTITY, rint(this.origin_x));
+               WriteShort(MSG_ENTITY, rint(this.origin_y));
+               WriteShort(MSG_ENTITY, rint(this.origin_z));
+
+               WriteShort(MSG_ENTITY, rint(this.velocity_x));
+               WriteShort(MSG_ENTITY, rint(this.velocity_y));
+               WriteShort(MSG_ENTITY, rint(this.velocity_z));
+
+               WriteShort(MSG_ENTITY, rint(this.angles_y));
+       }
+
+       if(sf & TNSF_ANIM)
+       {
+               WriteCoord(MSG_ENTITY, this.anim_start_time);
+               WriteByte(MSG_ENTITY, this.frame);
+       }
+
+       if(sf & TNSF_STATUS)
+       {
+               WriteByte(MSG_ENTITY, this.team);
+
+               if(this.health <= 0)
+                       WriteByte(MSG_ENTITY, 0);
+               else
+                       WriteByte(MSG_ENTITY, ceil((this.health / this.max_health) * 255));
+       }
+
+       return true;
+}
+
+void load_unit_settings(entity ent, bool is_reload)
+{
+       string unitname = ent.netname;
+       string sbase;
+
+       if (ent == NULL)
+               return;
+
+       if(!ent.turret_scale_damage)    ent.turret_scale_damage = 1;
+       if(!ent.turret_scale_range)             ent.turret_scale_range  = 1;
+       if(!ent.turret_scale_refire)    ent.turret_scale_refire = 1;
+       if(!ent.turret_scale_ammo)              ent.turret_scale_ammo   = 1;
+       if(!ent.turret_scale_aim)               ent.turret_scale_aim     = 1;
+       if(!ent.turret_scale_health)    ent.turret_scale_health = 1;
+       if(!ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
+
+       sbase = strcat(cvar_base,unitname);
+       if (is_reload)
+       {
+               ent.enemy = NULL;
+               ent.tur_head.avelocity = '0 0 0';
+
+               ent.tur_head.angles = '0 0 0';
+       }
+
+       ent.health       = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
+       ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
+
+       ent.shot_dmg             = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
+       ent.shot_refire   = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
+       ent.shot_radius   = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
+       ent.shot_speed          = cvar(strcat(sbase,"_shot_speed"));
+       ent.shot_spread   = cvar(strcat(sbase,"_shot_spread"));
+       ent.shot_force          = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
+       ent.shot_volly          = cvar(strcat(sbase,"_shot_volly"));
+       ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
+
+       ent.target_range                 = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
+       ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
+       ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
+       //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
+
+       ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
+       ent.target_select_samebias  = cvar(strcat(sbase,"_target_select_samebias"));
+       ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
+       ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
+       //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
+
+       ent.ammo_max     = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
+       ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
+
+       ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
+       ent.aim_speed   = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
+       ent.aim_maxrotate  = cvar(strcat(sbase,"_aim_maxrot"));
+       ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
+
+       ent.track_type          = cvar(strcat(sbase,"_track_type"));
+       ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
+       ent.track_accel_rotate  = cvar(strcat(sbase,"_track_accel_rot"));
+       ent.track_blendrate  = cvar(strcat(sbase,"_track_blendrate"));
+
+       if(is_reload) {
+               Turret tur = get_turretinfo(ent.m_id);
+               tur.tr_setup(tur, ent);
+       }
+}
+
+void turret_projectile_explode(entity this)
+{
+
+       this.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+#ifdef TURRET_DEBUG
+       float d;
+       d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+       this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
+       this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
+#else
+       RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+#endif
+       remove(this);
+}
+
+void turret_projectile_touch(entity this)
+{
+       PROJECTILE_TOUCH(this);
+       turret_projectile_explode(this);
+}
+
+void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
+       this.velocity  += vforce;
+       this.health     -= damage;
+       //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+       if(this.health <= 0)
+               W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
+}
+
+entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
+{
+    TC(Sound, _snd);
+       entity proj;
+
+       sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
+       proj                             = spawn ();
+       setorigin(proj, actor.tur_shotorg);
+       setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
+       proj.owner                = actor;
+       proj.realowner    = actor;
+       proj.bot_dodge    = true;
+       proj.bot_dodgerating = actor.shot_dmg;
+       setthink(proj, turret_projectile_explode);
+       settouch(proj, turret_projectile_touch);
+       proj.nextthink    = time + 9;
+       proj.movetype           = MOVETYPE_FLYMISSILE;
+       proj.velocity           = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
+       proj.flags                = FL_PROJECTILE;
+       proj.enemy                = actor.enemy;
+       proj.totalfrags  = _death;
+       PROJECTILE_MAKETRIGGER(proj);
+       if(_health)
+       {
+               proj.health              = _health;
+               proj.takedamage  = DAMAGE_YES;
+               proj.event_damage  = turret_projectile_damage;
+       }
+       else
+               proj.flags |= FL_NOTARGET;
+
+       CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
+
+       return proj;
+}
+
+/**
+** updates enemy distances, predicted impact point/time
+** and updated aim<->predict impact distance.
+**/
+void turret_do_updates(entity t_turret)
+{
+       vector enemy_pos = real_origin(t_turret.enemy);
+
+       turret_tag_fire_update(t_turret);
+
+       t_turret.tur_shotdir_updated = v_forward;
+       t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
+       t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
+
+       /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
+       {
+               oldpos = t_turret.enemy.origin;
+               setorigin(t_turret.enemy, t_turret.tur_aimpos);
+               tracebox(t_turret.tur_shotorg, '-1 -1 -1', '1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
+               setorigin(t_turret.enemy, oldpos);
+
+               if(trace_ent == t_turret.enemy)
+                       t_turret.tur_dist_impact_to_aimpos = 0;
+               else
+                       t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
+       }
+       else*/
+               tracebox(t_turret.tur_shotorg, '-1 -1 -1','1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
+
+       t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos) - (vlen(t_turret.enemy.maxs - t_turret.enemy.mins) * 0.5);
+       t_turret.tur_impactent                   = trace_ent;
+       t_turret.tur_impacttime                 = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
+}
+
+/**
+** Handles head rotation according to
+** the units .track_type and .track_flags
+**/
+.float turret_framecounter;
+void turret_track(entity this)
+{
+       vector target_angle; // This is where we want to aim
+       vector move_angle;   // This is where we can aim
+       float f_tmp;
+       vector v1, v2;
+       v1 = this.tur_head.angles;
+       v2 = this.tur_head.avelocity;
+
+       if (this.track_flags == TFL_TRACK_NO)
+               return;
+
+       if(!this.active)
+               target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
+       else if (this.enemy == NULL)
+       {
+               if(time > this.lip)
+                       target_angle = this.idle_aim + this.angles;
+               else
+                       target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
+       }
+       else
+       {
+               target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
+       }
+
+       this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
+       this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
+
+       // Find the diffrence between where we currently aim and where we want to aim
+       //move_angle = target_angle - (this.angles + this.tur_head.angles);
+       //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
+
+       move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
+       move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
+
+       switch(this.track_type)
+       {
+               case TFL_TRACKTYPE_STEPMOTOR:
+                       f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
+                       if (this.track_flags & TFL_TRACK_PITCH)
+                       {
+                               this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
+                               if(this.tur_head.angles_x > this.aim_maxpitch)
+                                       this.tur_head.angles_x = this.aim_maxpitch;
+
+                               if(this.tur_head.angles_x  < -this.aim_maxpitch)
+                                       this.tur_head.angles_x = this.aim_maxpitch;
+                       }
+
+                       if (this.track_flags & TFL_TRACK_ROTATE)
+                       {
+                               this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
+                               if(this.tur_head.angles_y > this.aim_maxrotate)
+                                       this.tur_head.angles_y = this.aim_maxrotate;
+
+                               if(this.tur_head.angles_y  < -this.aim_maxrotate)
+                                       this.tur_head.angles_y = this.aim_maxrotate;
+                       }
+
+                       // CSQC
+                       this.SendFlags  |= TNSF_ANG;
+
+                       return;
+
+               case TFL_TRACKTYPE_FLUIDINERTIA:
+                       f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
+                       move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
+                       move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rotate * f_tmp, this.aim_speed);
+                       move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
+                       break;
+
+               case TFL_TRACKTYPE_FLUIDPRECISE:
+
+                       move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
+                       move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
+
+                       break;
+       }
+
+       //  pitch
+       if (this.track_flags & TFL_TRACK_PITCH)
+       {
+               this.tur_head.avelocity_x = move_angle_x;
+               if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
+               {
+                       this.tur_head.avelocity_x = 0;
+                       this.tur_head.angles_x = this.aim_maxpitch;
+
+                       this.SendFlags  |= TNSF_ANG;
+               }
+
+               if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
+               {
+                       this.tur_head.avelocity_x = 0;
+                       this.tur_head.angles_x = -this.aim_maxpitch;
+
+                       this.SendFlags  |= TNSF_ANG;
+               }
+       }
+
+       //  rot
+       if (this.track_flags & TFL_TRACK_ROTATE)
+       {
+               this.tur_head.avelocity_y = move_angle_y;
+
+               if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrotate)
+               {
+                       this.tur_head.avelocity_y = 0;
+                       this.tur_head.angles_y = this.aim_maxrotate;
+
+                       this.SendFlags  |= TNSF_ANG;
+               }
+
+               if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrotate)
+               {
+                       this.tur_head.avelocity_y = 0;
+                       this.tur_head.angles_y = -this.aim_maxrotate;
+
+                       this.SendFlags  |= TNSF_ANG;
+               }
+       }
+
+       this.SendFlags  |= TNSF_AVEL;
+
+       // Force a angle update every 10'th frame
+       this.turret_framecounter += 1;
+       if(this.turret_framecounter >= 10)
+       {
+               this.SendFlags |= TNSF_ANG;
+               this.turret_framecounter = 0;
+       }
+}
+
+/*
+ + TFL_TARGETSELECT_NO
+ + TFL_TARGETSELECT_LOS
+ + TFL_TARGETSELECT_PLAYERS
+ + TFL_TARGETSELECT_MISSILES
+ - TFL_TARGETSELECT_TRIGGERTARGET
+ + TFL_TARGETSELECT_ANGLELIMITS
+ + TFL_TARGETSELECT_RANGELIMITS
+ + TFL_TARGETSELECT_TEAMCHECK
+ - TFL_TARGETSELECT_NOBUILTIN
+ + TFL_TARGETSELECT_OWNTEAM
+*/
+
+/**
+** Evaluate a entity for target valitity based on validate_flags
+** NOTE: the caller must check takedamage before calling this, to inline this check.
+**/
+float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
+{
+       vector v_tmp;
+
+       //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
+       //      return -0.5;
+
+       if(!e_target)
+               return -2;
+
+       if(e_target.owner == e_turret)
+               return -0.5;
+
+       if(!checkpvs(e_target.origin, e_turret))
+               return -1;
+
+       if(e_target.alpha <= 0.3)
+               return -1;
+
+       if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
+               return M_ARGV(3, float);
+
+       if (validate_flags & TFL_TARGETSELECT_NO)
+               return -4;
+
+       // If only this was used more..
+       if (e_target.flags & FL_NOTARGET)
+               return -5;
+
+       // Cant touch this
+       if(IS_VEHICLE(e_target))
+       {
+               if (e_target.vehicle_health <= 0)
+                       return -6;
+       }
+       else if (e_target.health <= 0)
+               return -6;
+       else if(STAT(FROZEN, e_target) > 0)
+               return -6;
+
+       // player
+       if (IS_CLIENT(e_target))
+       {
+               if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
+                       return -7;
+
+               if (IS_DEAD(e_target))
+                       return -8;
+       }
+
+       // enemy turrets
+       if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
+       if(e_target.owner.tur_head == e_target)
+       if(e_target.team != e_turret.team) // Dont break support units.
+               return -9;
+
+       // Missile
+       if (e_target.flags & FL_PROJECTILE)
+       if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
+               return -10;
+
+       if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
+       if(!(e_target.flags & FL_PROJECTILE))
+               return -10.5;
+
+       // Team check
+       if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
+       {
+               if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
+               {
+                       if (e_target.team != e_turret.team)
+                               return -11;
+
+                       if (e_turret.team != e_target.owner.team)
+                               return -12;
+               }
+               else
+               {
+                       if (e_target.team == e_turret.team)
+                               return -13;
+
+                       if (e_turret.team == e_target.owner.team)
+                               return -14;
+               }
+       }
+
+       // Range limits?
+       tvt_dist = vlen(e_turret.origin - real_origin(e_target));
+       if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
+       {
+               if (tvt_dist < e_turret.target_range_min)
+                       return -15;
+
+               if (tvt_dist > e_turret.target_range)
+                       return -16;
+       }
+
+       // Can we even aim this thing?
+       tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
+       tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
+       tvt_thadf = vlen(tvt_thadv);
+       tvt_tadf = vlen(tvt_tadv);
+
+       /*
+       if(validate_flags & TFL_TARGETSELECT_FOV)
+       {
+               if(e_turret.target_select_fov < tvt_thadf)
+                       return -21;
+       }
+       */
+
+       if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
+       {
+               if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
+                       return -17;
+
+               if (fabs(tvt_tadv_y) > e_turret.aim_maxrotate)
+                       return -18;
+       }
+
+       // Line of sight?
+       if (validate_flags & TFL_TARGETSELECT_LOS)
+       {
+               v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
+
+               traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
+
+               if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
+                       return -19;
+       }
+
+       if (e_target.classname == "grapplinghook")
+               return -20;
+
+       /*
+       if (e_target.classname == "func_button")
+               return -21;
+       */
+
+#ifdef TURRET_DEBUG_TARGETSELECT
+       LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
+#endif
+
+       return 1;
+}
+
+entity turret_select_target(entity this)
+{
+       entity e;               // target looper entity
+       float  score;   // target looper entity score
+       entity e_enemy;  // currently best scoreing target
+       float  m_score;  // currently best scoreing target's score
+
+       m_score = 0;
+       if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
+       {
+               e_enemy = this.enemy;
+               m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
+       }
+       else
+               e_enemy = this.enemy = NULL;
+
+       e = findradius(this.origin, this.target_range);
+
+       // Nothing to aim at?
+       if (!e)
+               return NULL;
+
+       while (e)
+       {
+               if(e.takedamage)
+               {
+                       float f = turret_validate_target(this, e, this.target_select_flags);
+                       //dprint("F is: ", ftos(f), "\n");
+                       if ( f > 0)
+                       {
+                               score = this.turret_score_target(this,e);
+                               if ((score > m_score) && (score > 0))
+                               {
+                                       e_enemy = e;
+                                       m_score = score;
+                               }
+                       }
+               }
+               e = e.chain;
+       }
+
+       return e_enemy;
+}
+
+
+/*
+ + = implemented
+ - = not implemented
+
+ + TFL_FIRECHECK_NO
+ + TFL_FIRECHECK_WORLD
+ + TFL_FIRECHECK_DEAD
+ + TFL_FIRECHECK_DISTANCES
+ - TFL_FIRECHECK_LOS
+ + TFL_FIRECHECK_AIMDIST
+ + TFL_FIRECHECK_REALDIST
+ - TFL_FIRECHECK_ANGLEDIST
+ - TFL_FIRECHECK_TEAMCECK
+ + TFL_FIRECHECK_AFF
+ + TFL_FIRECHECK_AMMO_OWN
+ + TFL_FIRECHECK_AMMO_OTHER
+ + TFL_FIRECHECK_REFIRE
+*/
+
+/**
+** Preforms pre-fire checks based on the uints firecheck_flags
+**/
+bool turret_firecheck(entity this)
+{
+       // This one just dont care =)
+       if (this.firecheck_flags & TFL_FIRECHECK_NO)
+               return true;
+
+       if (this.enemy == NULL)
+               return false;
+
+       // Ready?
+       if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
+               if (this.attack_finished_single[0] > time) return false;
+
+       // Special case: volly fire turret that has to fire a full volly if a shot was fired.
+       if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
+               if (this.volly_counter != this.shot_volly)
+                       if(this.ammo >= this.shot_dmg)
+                               return true;
+
+       // Lack of zombies makes shooting dead things unnecessary :P
+       if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
+               if (IS_DEAD(this.enemy))
+                       return false;
+
+       // Own ammo?
+       if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
+               if (this.ammo < this.shot_dmg)
+                       return false;
+
+       // Other's ammo? (support-supply units)
+       if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
+               if (this.enemy.ammo >= this.enemy.ammo_max)
+                       return false;
+
+       // Target of opertunity?
+       if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
+       {
+               this.enemy = this.tur_impactent;
+               return true;
+       }
+
+       if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
+       {
+               // To close?
+               if (this.tur_dist_aimpos < this.target_range_min)
+                       if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
+                               return true; // Target of opertunity?
+                       else
+                               return false;
+       }
+
+       // Try to avoid FF?
+       if (this.firecheck_flags & TFL_FIRECHECK_AFF)
+               if (this.tur_impactent.team == this.team)
+                       return false;
+
+       // aim<->predicted impact
+       if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
+               if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
+                       return false;
+
+       // Volly status
+       if (this.shot_volly > 1)
+               if (this.volly_counter == this.shot_volly)
+                       if (this.ammo < (this.shot_dmg * this.shot_volly))
+                               return false;
+
+       /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
+               if(this.tur_impactent != this.enemy)
+                       return false;*/
+
+       return true;
+}
+
+bool turret_checkfire(entity this)
+{
+       if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
+               return M_ARGV(1, bool);
+
+       return this.turret_firecheckfunc(this);
+}
+
+void turret_fire(entity this)
+{
+       if (autocvar_g_turrets_nofire != 0)
+               return;
+
+       if(MUTATOR_CALLHOOK(TurretFire, this))
+               return;
+
+       Turret info = get_turretinfo(this.m_id);
+       info.tr_attack(info, this);
+
+       this.attack_finished_single[0] = time + this.shot_refire;
+       this.ammo -= this.shot_dmg;
+       this.volly_counter = this.volly_counter - 1;
+
+       if (this.volly_counter <= 0)
+       {
+               this.volly_counter = this.shot_volly;
+
+               if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
+                       this.enemy = NULL;
+
+               if (this.shot_volly > 1)
+                       this.attack_finished_single[0] = time + this.shot_volly_refire;
+       }
+
+#ifdef TURRET_DEBUG
+       if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
+#endif
+}
+
+void turret_think(entity this)
+{
+       this.nextthink = time + this.ticrate;
+
+       MUTATOR_CALLHOOK(TurretThink, this);
+
+#ifdef TURRET_DEBUG
+       if (this.tur_debug_tmr1 < time)
+       {
+               if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
+               paint_target(this,256,this.tur_debug_rvec,0.9);
+               this.tur_debug_tmr1 = time + 1;
+       }
+#endif
+
+       // Handle ammo
+       if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
+       if (this.ammo < this.ammo_max)
+               this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
+
+       // Inactive turrets needs to run the think loop,
+       // So they can handle animation and wake up if need be.
+       if(!this.active)
+       {
+               turret_track(this);
+               return;
+       }
+
+       // This is typicaly used for zaping every target in range
+       // turret_fusionreactor uses this to recharge friendlys.
+       if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
+       {
+               // Do a this.turret_fire for every valid target.
+               entity e = findradius(this.origin,this.target_range);
+               while (e)
+               {
+                       if(e.takedamage)
+                       {
+                               if (turret_validate_target(this,e,this.target_validate_flags))
+                               {
+                                       this.enemy = e;
+
+                                       turret_do_updates(this);
+
+                                       if (turret_checkfire(this))
+                                               turret_fire(this);
+                               }
+                       }
+
+                       e = e.chain;
+               }
+               this.enemy = NULL;
+       }
+       else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
+       {
+               // This one is doing something.. oddball. assume its handles what needs to be handled.
+
+               // Predict?
+               if(!(this.aim_flags & TFL_AIM_NO))
+                       this.tur_aimpos = turret_aim_generic(this);
+
+               // Turn & pitch?
+               if(!(this.track_flags & TFL_TRACK_NO))
+                       turret_track(this);
+
+               turret_do_updates(this);
+
+               // Fire?
+               if (turret_checkfire(this))
+                       turret_fire(this);
+       }
+       else
+       {
+               // Special case for volly always. if it fired once it must compleate the volly.
+               if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
+                       if(this.volly_counter != this.shot_volly)
+                       {
+                               // Predict or whatnot
+                               if(!(this.aim_flags & TFL_AIM_NO))
+                                       this.tur_aimpos = turret_aim_generic(this);
+
+                               // Turn & pitch
+                               if(!(this.track_flags & TFL_TRACK_NO))
+                                       turret_track(this);
+
+                               turret_do_updates(this);
+
+                               // Fire!
+                               if (turret_checkfire(this))
+                                       turret_fire(this);
+
+                               Turret tur = get_turretinfo(this.m_id);
+                               tur.tr_think(tur, this);
+
+                               return;
+                       }
+
+               // Check if we have a vailid enemy, and try to find one if we dont.
+
+               // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
+               float do_target_scan = 0;
+               if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
+                       do_target_scan = 1;
+
+               // Old target (if any) invalid?
+               if(this.target_validate_time < time)
+               if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
+               {
+                       this.enemy = NULL;
+                       this.target_validate_time = time + 0.5;
+                       do_target_scan = 1;
+               }
+
+               // But never more often then g_turrets_targetscan_mindelay!
+               if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
+                       do_target_scan = 0;
+
+               if(do_target_scan)
+               {
+                       this.enemy = turret_select_target(this);
+                       this.target_select_time = time;
+               }
+
+               // No target, just go to idle, do any custom stuff and bail.
+               if (this.enemy == NULL)
+               {
+                       // Turn & pitch
+                       if(!(this.track_flags & TFL_TRACK_NO))
+                               turret_track(this);
+
+                       Turret tur = get_turretinfo(this.m_id);
+                       tur.tr_think(tur, this);
+
+                       // And bail.
+                       return;
+               }
+               else
+                       this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
+
+               // Predict?
+               if(!(this.aim_flags & TFL_AIM_NO))
+                       this.tur_aimpos = turret_aim_generic(this);
+
+               // Turn & pitch?
+               if(!(this.track_flags & TFL_TRACK_NO))
+                       turret_track(this);
+
+               turret_do_updates(this);
+
+               // Fire?
+               if (turret_checkfire(this))
+                       turret_fire(this);
+       }
+
+       Turret tur = get_turretinfo(this.m_id);
+       tur.tr_think(tur, this);
+}
+
+/*
+       When .used a turret switch team to activator.team.
+       If activator is NULL, the turret go inactive.
+*/
+void turret_use(entity this, entity actor, entity trigger)
+{
+       LOG_TRACE("Turret ",this.netname, " used by ", actor.classname, "\n");
+
+       this.team = actor.team;
+
+       if(this.team == 0)
+               this.active = ACTIVE_NOT;
+       else
+               this.active = ACTIVE_ACTIVE;
+
+}
+
+void turret_link(entity this)
+{
+       Net_LinkEntity(this, true, 0, turret_send);
+       setthink(this, turret_think);
+       this.nextthink = time;
+       this.tur_head.effects = EF_NODRAW;
+}
+
+void turrets_manager_think(entity this)
+{
+       this.nextthink = time + 1;
+
+       if (autocvar_g_turrets_reloadcvars == 1)
+       {
+               FOREACH_ENTITY(IS_TURRET(it), {
+                       load_unit_settings(it, true);
+                       Turret tur = get_turretinfo(it.m_id);
+                       tur.tr_think(tur, it);
+               });
+               cvar_set("g_turrets_reloadcvars", "0");
+       }
+}
+
+void turret_initparams(entity tur)
+{
+       #define TRY(x) (x) ? (x)
+       tur.respawntime                 = max  (-1,              (TRY(tur.respawntime)               :  60                                         ));
+       tur.shot_refire                 = bound(0.01,            (TRY(tur.shot_refire)               :  1                                          ), 9999);
+       tur.shot_dmg                    = max  (1,               (TRY(tur.shot_dmg)                  :  tur.shot_refire * 50                       ));
+       tur.shot_radius                 = max  (1,               (TRY(tur.shot_radius)               :  tur.shot_dmg * 0.5                         ));
+       tur.shot_speed                  = max  (1,               (TRY(tur.shot_speed)                :  2500                                       ));
+       tur.shot_spread                 = bound(0.0001,          (TRY(tur.shot_spread)               :  0.0125                                     ), 500);
+       tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
+       tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
+       tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
+       tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), MAX_SHOT_DISTANCE);
+       tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), MAX_SHOT_DISTANCE);
+       tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), MAX_SHOT_DISTANCE);
+       tur.aim_maxrotate               = bound(0,               (TRY(tur.aim_maxrotate)             :  90                                         ), 360);
+       tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
+       tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
+       tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), MAX_SHOT_DISTANCE);
+       tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
+       tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
+       tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
+       tur.target_select_missilebias   = bound(-10,             (TRY(tur.target_select_missilebias) :  1                                          ), 10);
+       tur.target_select_playerbias    = bound(-10,             (TRY(tur.target_select_playerbias)  :  1                                          ), 10);
+       tur.ammo_max                    = max  (tur.shot_dmg,    (TRY(tur.ammo_max)                  :  tur.shot_dmg * 10                          ));
+       tur.ammo_recharge               = max  (0,               (TRY(tur.ammo_recharge)             :  tur.shot_dmg * 0.5                         ));
+       #undef TRY
+}
+
+bool turret_initialize(entity this, Turret tur)
+{
+       if(!autocvar_g_turrets)
+               return false;
+
+       if(tur.m_id == 0)
+               return false; // invalid turret
+
+       // if tur_head exists, we can assume this turret re-spawned
+       if(!this.tur_head) {
+               tur.tr_precache(tur);
+       }
+
+       entity e = find(NULL, classname, "turret_manager");
+       if(!e)
+       {
+               e = new(turret_manager);
+               setthink(e, turrets_manager_think);
+               e.nextthink = time + 2;
+       }
+
+       if(!(this.spawnflags & TSF_SUSPENDED))
+               droptofloor(this);
+
+       this.netname = tur.netname;
+       load_unit_settings(this, 0);
+
+       if(!this.team || !teamplay)             { this.team = MAX_SHOT_DISTANCE; }
+       if(!this.ticrate)                               { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
+       if(!this.health)                                { this.health = 1000; }
+       if(!this.shot_refire)                   { this.shot_refire = 1; }
+       if(!this.tur_shotorg)                   { this.tur_shotorg = '50 0 50'; }
+       if(!this.turret_flags)                  { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
+       if(!this.damage_flags)                  { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
+       if(!this.aim_flags)                             { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
+       if(!this.track_type)                    { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
+       if(!this.track_flags)                   { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
+       if(!this.ammo_flags)                    { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
+       if(!this.target_select_flags)   { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
+       if(!this.firecheck_flags)               { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
+                                                                                                                  | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
+
+       if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
+       {
+               // Fluid / Ineria mode. Looks mutch nicer.
+               // Can reduce aim preformance alot, needs a bit diffrent aimspeed
+
+               this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
+
+               if(!this.track_accel_pitch)             { this.track_accel_pitch = 0.5; }
+               if(!this.track_accel_rotate)    { this.track_accel_rotate = 0.5; }
+               if(!this.track_blendrate)               { this.track_blendrate = 0.35; }
+       }
+
+       turret_initparams(this);
+
+       this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
+
+       if(this.turret_flags & TUR_FLAG_SPLASH)
+               this.aim_flags |= TFL_AIM_SPLASH;
+
+       if(this.turret_flags & TUR_FLAG_MISSILE)
+               this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
+
+       if(this.turret_flags & TUR_FLAG_PLAYER)
+               this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
+
+       if(this.spawnflags & TSL_NO_RESPAWN)
+               this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
+
+       if (this.turret_flags & TUR_FLAG_SUPPORT)
+               this.turret_score_target = turret_targetscore_support;
+       else
+               this.turret_score_target = turret_targetscore_generic;
+
+       ++turret_count;
+
+       _setmodel(this, tur.model);
+       setsize(this, tur.mins, tur.maxs);
+
+       this.m_id                                       = tur.m_id;
+       this.classname                          = "turret_main";
+       this.active                                     = ACTIVE_ACTIVE;
+       this.effects                            = EF_NODRAW;
+       this.netname                            = tur.turret_name;
+       this.ticrate                            = bound(sys_frametime, this.ticrate, 60);
+       this.max_health                         = this.health;
+       this.target_validate_flags      = this.target_select_flags;
+       this.ammo                                       = this.ammo_max;
+       this.ammo_recharge                 *= this.ticrate;
+       this.solid                                      = SOLID_BBOX;
+       this.takedamage                         = DAMAGE_AIM;
+       this.movetype                           = MOVETYPE_NOCLIP;
+       this.view_ofs                           = '0 0 0';
+       this.turret_firecheckfunc       = turret_firecheck;
+       this.event_damage                       = turret_damage;
+       this.use                                        = turret_use;
+       this.bot_attack                         = true;
+       this.nextthink                          = time + 1;
+       this.nextthink                     += turret_count * sys_frametime;
+
+       this.tur_head = new(turret_head);
+       _setmodel(this.tur_head, tur.head_model);
+       setsize(this.tur_head, '0 0 0', '0 0 0');
+       setorigin(this.tur_head, '0 0 0');
+       setattachment(this.tur_head, this, "tag_head");
+
+       this.tur_head.netname           = this.tur_head.classname;
+       this.tur_head.team                      = this.team;
+       this.tur_head.owner                     = this;
+       this.tur_head.takedamage        = DAMAGE_NO;
+       this.tur_head.solid                     = SOLID_NOT;
+       this.tur_head.movetype          = this.movetype;
+
+       if(!this.tur_defend)
+       if(this.target != "")
+       {
+               this.tur_defend = find(NULL, targetname, this.target);
+               if (this.tur_defend == NULL)
+               {
+                       this.target = "";
+                       LOG_TRACE("Turret has invalid defendpoint!\n");
+               }
+       }
+
+       if (this.tur_defend)
+               this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, this.tur_defend);
+       else
+               this.idle_aim = '0 0 0';
+
+#ifdef TURRET_DEBUG
+       this.tur_debug_start = this.nextthink;
+       while(vdist(this.tur_debug_rvec, <, 2))
+               this.tur_debug_rvec = randomvec() * 4;
+
+       this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
+       this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
+       this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
+#endif
+
+       turret_link(this);
+       turret_respawn(this);
+       turret_tag_fire_update(this);
+
+       tur.tr_setup(tur, this);
+
+       if(MUTATOR_CALLHOOK(TurretSpawn, this))
+               return false;
+
+       return true;
+}
+#endif