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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
1 #include "sv_turrets.qh"
2
3 #ifdef SVQC
4 #include <common/mapobjects/defs.qh>
5 #include <server/bot/api.qh>
6 #include <server/damage.qh>
7 #include <server/weapons/common.qh>
8 #include <server/weapons/weaponsystem.qh>
9 #include <server/world.qh>
10
11 // Generic aiming
12 vector turret_aim_generic(entity this)
13 {
14
15         vector pre_pos, prep;
16         float distance, impact_time = 0, i, mintime;
17
18         turret_tag_fire_update(this);
19
20         if(this.aim_flags & TFL_AIM_SIMPLE)
21                 return real_origin(this.enemy);
22
23         mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
24
25         // Baseline
26         pre_pos = real_origin(this.enemy);
27
28         // Lead?
29         if (this.aim_flags & TFL_AIM_LEAD)
30         {
31                 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE)           // Need to conpensate for shot traveltime
32                 {
33                         prep = pre_pos;
34
35                         distance = vlen(prep - this.tur_shotorg);
36                         impact_time = distance / this.shot_speed;
37
38                         prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
39
40                         if(this.aim_flags & TFL_AIM_ZPREDICT)
41                         if(!IS_ONGROUND(this.enemy))
42                         if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
43                         {
44                                 float vz;
45                                 prep_z = pre_pos_z;
46                                 vz = this.enemy.velocity_z;
47                                 for(i = 0; i < impact_time; i += sys_frametime)
48                                 {
49                                         vz = vz - (autocvar_sv_gravity * sys_frametime);
50                                         prep_z = prep_z + vz * sys_frametime;
51                                 }
52                         }
53                         pre_pos = prep;
54                 }
55                 else
56                         pre_pos = pre_pos + this.enemy.velocity * mintime;
57         }
58
59         if(this.aim_flags & TFL_AIM_SPLASH)
60         {
61                 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
62                 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
63                 if(trace_fraction != 1.0)
64                         pre_pos = trace_endpos;
65         }
66
67         return pre_pos;
68 }
69
70 float turret_targetscore_support(entity _turret,entity _target)
71 {
72         float score;            // Total score
73         float s_score = 0, d_score;
74
75         if (_turret.enemy == _target) s_score = 1;
76
77         d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
78
79         score = (d_score * _turret.target_select_rangebias) +
80                         (s_score * _turret.target_select_samebias);
81
82         return score;
83 }
84
85 /*
86 * Generic bias aware score system.
87 */
88 float turret_targetscore_generic(entity _turret, entity _target)
89 {
90         float d_dist;      // Defendmode Distance
91         float score;            // Total score
92         float d_score;    // Distance score
93         float a_score;    // Angular score
94         float m_score = 0;  // missile score
95         float p_score = 0;  // player score
96         float ikr;                // ideal kill range
97
98         if (_turret.tur_defend)
99         {
100                 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
101                 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
102                 d_score = 1 - d_dist / _turret.target_range;
103         }
104         else
105         {
106                 // Make a normlized value base on the targets distance from our optimal killzone
107                 ikr = _turret.target_range_optimal;
108                 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
109         }
110
111         a_score = 1 - tvt_thadf / _turret.aim_maxrot;
112
113         if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
114                 m_score = 1;
115
116         if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
117                 p_score = 1;
118
119         d_score = max(d_score, 0);
120         a_score = max(a_score, 0);
121         m_score = max(m_score, 0);
122         p_score = max(p_score, 0);
123
124         score = (d_score * _turret.target_select_rangebias) +
125                         (a_score * _turret.target_select_anglebias) +
126                         (m_score * _turret.target_select_missilebias) +
127                         (p_score * _turret.target_select_playerbias);
128
129         if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
130         {
131                 //dprint("Wtf?\n");
132                 score *= 0.001;
133         }
134
135 #ifdef TURRET_DEBUG
136         string sd,sa,sm,sp,ss;
137         string sdt,sat,smt,spt;
138
139         sd = ftos(d_score);
140         d_score *= _turret.target_select_rangebias;
141         sdt = ftos(d_score);
142
143         //sv = ftos(v_score);
144         //v_score *= _turret.target_select_samebias;
145         //svt = ftos(v_score);
146
147         sa = ftos(a_score);
148         a_score *= _turret.target_select_anglebias;
149         sat = ftos(a_score);
150
151         sm = ftos(m_score);
152         m_score *= _turret.target_select_missilebias;
153         smt = ftos(m_score);
154
155         sp = ftos(p_score);
156         p_score *= _turret.target_select_playerbias;
157         spt = ftos(p_score);
158
159
160         ss = ftos(score);
161         bprint("^3Target scores^7 \[  ",_turret.netname, "  \] ^3for^7 \[  ", _target.netname,"  \]\n");
162         bprint("^5Range:\[  ",sd,  "  \]^2+bias:\[  ",sdt,"  \]\n");
163         bprint("^5Angle:\[  ",sa,  "  \]^2+bias:\[  ",sat,"  \]\n");
164         bprint("^5Missile:\[  ",sm,"  \]^2+bias:\[  ",smt,"  \]\n");
165         bprint("^5Player:\[  ",sp, "  \]^2+bias:\[  ",spt,"  \]\n");
166         bprint("^3Total (w/bias):\[^1",ss,"\]\n");
167
168 #endif
169
170         return score;
171 }
172
173 // Generic damage handling
174 void turret_hide(entity this)
175 {
176         this.effects   |= EF_NODRAW;
177         this.nextthink = time + this.respawntime - 0.2;
178         setthink(this, turret_respawn);
179 }
180
181 void turret_die(entity this)
182 {
183         this.deadflag             = DEAD_DEAD;
184         this.tur_head.deadflag = this.deadflag;
185
186 // Unsolidify and hide real parts
187         this.solid                       = SOLID_NOT;
188         this.tur_head.solid      = this.solid;
189
190         this.event_damage                 = func_null;
191         this.event_heal = func_null;
192         this.takedamage                  = DAMAGE_NO;
193
194         SetResourceExplicit(this, RES_HEALTH, 0);
195
196 // Go boom
197         //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
198
199         Turret tur = get_turretinfo(this.m_id);
200         if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
201         {
202                 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
203                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
204                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
205
206                 tur.tr_death(tur, this);
207
208                 delete(this.tur_head);
209                 delete(this);
210         }
211         else
212         {
213                 // Setup respawn
214                 this.SendFlags    |= TNSF_STATUS;
215                 this.nextthink   = time + 0.2;
216                 setthink(this, turret_hide);
217
218                 tur.tr_death(tur, this);
219         }
220 }
221
222 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
223 {
224         // Enough already!
225         if(this.deadflag == DEAD_DEAD)
226                 return;
227
228         // Inactive turrets take no damage. (hm..)
229         if(!this.active)
230                 return;
231
232         if(SAME_TEAM(this, attacker))
233         {
234                 if(autocvar_g_friendlyfire)
235                         damage = damage * autocvar_g_friendlyfire;
236                 else
237                         return;
238         }
239
240         TakeResource(this, RES_HEALTH, damage);
241
242         // thorw head slightly off aim when hit?
243         if (this.damage_flags & TFL_DMG_HEADSHAKE)
244         {
245                 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
246                 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
247
248                 this.SendFlags  |= TNSF_ANG;
249         }
250
251         if (this.turret_flags & TUR_FLAG_MOVE)
252                 this.velocity = this.velocity + vforce;
253
254         if (GetResource(this, RES_HEALTH) <= 0)
255         {
256                 this.event_damage                 = func_null;
257                 this.tur_head.event_damage = func_null;
258                 this.event_heal = func_null;
259                 this.tur_head.event_heal = func_null;
260                 this.takedamage                  = DAMAGE_NO;
261                 this.nextthink = time;
262                 setthink(this, turret_die);
263         }
264
265         this.SendFlags  |= TNSF_STATUS;
266 }
267
268 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
269 {
270         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
271         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
272                 return false;
273
274         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
275         targ.SendFlags |= TNSF_STATUS;
276         return true;
277 }
278
279 void turret_think(entity this);
280 void turret_respawn(entity this)
281 {
282         // Make sure all parts belong to the same team since
283         // this function doubles as "teamchange" function.
284         this.tur_head.team      = this.team;
285         this.effects                       &= ~EF_NODRAW;
286         this.deadflag                           = DEAD_NO;
287         this.effects                            = EF_LOWPRECISION;
288         this.solid                                      = SOLID_BBOX;
289         this.takedamage                         = DAMAGE_AIM;
290         this.event_damage                       = turret_damage;
291         this.event_heal                         = turret_heal;
292         this.avelocity                          = '0 0 0';
293         this.tur_head.avelocity         = this.avelocity;
294         this.tur_head.angles            = this.idle_aim;
295         SetResourceExplicit(this, RES_HEALTH, this.max_health);
296         this.enemy                                      = NULL;
297         this.volly_counter                      = this.shot_volly;
298         this.ammo                                       = this.ammo_max;
299
300         this.nextthink = time + this.ticrate;
301         setthink(this, turret_think);
302
303         this.SendFlags = TNSF_FULL_UPDATE;
304
305         Turret tur = get_turretinfo(this.m_id);
306         tur.tr_setup(tur, this);
307
308         setorigin(this, this.origin); // make sure it's linked to the area grid
309 }
310
311
312 // Main functions
313 .float clientframe;
314 void turrets_setframe(entity this, float _frame, float client_only)
315 {
316         if((client_only ? this.clientframe : this.frame ) != _frame)
317         {
318                 this.SendFlags |= TNSF_ANIM;
319                 this.anim_start_time = time;
320         }
321
322          if(client_only)
323                 this.clientframe = _frame;
324         else
325                 this.frame = _frame;
326
327 }
328
329 bool turret_send(entity this, entity to, float sf)
330 {
331         WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
332         WriteByte(MSG_ENTITY, sf);
333         if(sf & TNSF_SETUP)
334         {
335                 WriteByte(MSG_ENTITY, this.m_id);
336
337                 WriteVector(MSG_ENTITY, this.origin);
338
339                 WriteAngleVector2D(MSG_ENTITY, this.angles);
340         }
341
342         if(sf & TNSF_ANG)
343         {
344                 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
345                 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
346         }
347
348         if(sf & TNSF_AVEL)
349         {
350                 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
351                 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
352         }
353
354         if(sf & TNSF_MOVE)
355         {
356                 WriteVector(MSG_ENTITY, this.origin);
357
358                 WriteVector(MSG_ENTITY, this.velocity);
359
360                 WriteShort(MSG_ENTITY, rint(this.angles_y));
361         }
362
363         if(sf & TNSF_ANIM)
364         {
365                 WriteCoord(MSG_ENTITY, this.anim_start_time);
366                 WriteByte(MSG_ENTITY, this.frame);
367         }
368
369         if(sf & TNSF_STATUS)
370         {
371                 WriteByte(MSG_ENTITY, this.team);
372
373                 if(GetResource(this, RES_HEALTH) <= 0)
374                         WriteByte(MSG_ENTITY, 0);
375                 else
376                         WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
377         }
378
379         return true;
380 }
381
382 void load_unit_settings(entity ent, bool is_reload)
383 {
384         if (ent == NULL)
385                 return;
386
387         if(!ent.turret_scale_damage)    ent.turret_scale_damage = 1;
388         if(!ent.turret_scale_range)             ent.turret_scale_range  = 1;
389         if(!ent.turret_scale_refire)    ent.turret_scale_refire = 1;
390         if(!ent.turret_scale_ammo)              ent.turret_scale_ammo   = 1;
391         if(!ent.turret_scale_aim)               ent.turret_scale_aim     = 1;
392         if(!ent.turret_scale_health)    ent.turret_scale_health = 1;
393         if(!ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
394
395         if (is_reload)
396         {
397                 ent.enemy = NULL;
398                 ent.tur_head.avelocity = '0 0 0';
399
400                 ent.tur_head.angles = '0 0 0';
401         }
402
403         string unitname = ent.netname;
404         #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld));
405         TR_PROPS_COMMON(X, , unitname)
406         #undef X
407
408         ent.ammo_max             *= ent.turret_scale_ammo;
409         ent.ammo_recharge        *= ent.turret_scale_ammo;
410         ent.aim_speed            *= ent.turret_scale_aim;
411         SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health);
412         ent.respawntime          *= ent.turret_scale_respawn;
413         ent.shot_dmg             *= ent.turret_scale_damage;
414         ent.shot_refire          *= ent.turret_scale_refire;
415         ent.shot_radius          *= ent.turret_scale_damage;
416         ent.shot_force           *= ent.turret_scale_damage;
417         ent.shot_volly_refire    *= ent.turret_scale_refire;
418         ent.target_range         *= ent.turret_scale_range;
419         ent.target_range_min     *= ent.turret_scale_range;
420         ent.target_range_optimal *= ent.turret_scale_range;
421
422         if(is_reload) {
423                 Turret tur = get_turretinfo(ent.m_id);
424                 tur.tr_setup(tur, ent);
425         }
426 }
427
428 void turret_projectile_explode(entity this)
429 {
430
431         this.takedamage = DAMAGE_NO;
432         this.event_damage = func_null;
433 #ifdef TURRET_DEBUG
434         float d;
435         d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
436         this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
437         this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
438 #else
439         RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
440 #endif
441         delete(this);
442 }
443
444 void turret_projectile_touch(entity this, entity toucher)
445 {
446         PROJECTILE_TOUCH(this, toucher);
447         turret_projectile_explode(this);
448 }
449
450 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
451 {
452         this.velocity  += vforce;
453         TakeResource(this, RES_HEALTH, damage);
454         //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
455         if(GetResource(this, RES_HEALTH) <= 0)
456                 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
457 }
458
459 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
460 {
461         TC(Sound, _snd);
462         entity proj;
463
464         sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
465         proj                             = spawn ();
466         setorigin(proj, actor.tur_shotorg);
467         setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
468         proj.owner                = actor;
469         proj.realowner    = actor;
470         proj.bot_dodge    = true;
471         proj.bot_dodgerating = actor.shot_dmg;
472         setthink(proj, turret_projectile_explode);
473         settouch(proj, turret_projectile_touch);
474         proj.nextthink    = time + 9;
475         set_movetype(proj, MOVETYPE_FLYMISSILE);
476         proj.velocity           = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
477         proj.flags = FL_PROJECTILE;
478         IL_PUSH(g_projectiles, proj);
479         IL_PUSH(g_bot_dodge, proj);
480         proj.enemy                = actor.enemy;
481         proj.projectiledeathtype         = _death;
482         PROJECTILE_MAKETRIGGER(proj);
483         if(_health)
484         {
485                 SetResourceExplicit(proj, RES_HEALTH, _health);
486                 proj.takedamage  = DAMAGE_YES;
487                 proj.event_damage  = turret_projectile_damage;
488         }
489         else
490                 proj.flags |= FL_NOTARGET;
491
492         CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
493
494         return proj;
495 }
496
497 /**
498 ** updates enemy distances, predicted impact point/time
499 ** and updated aim<->predict impact distance.
500 **/
501 void turret_do_updates(entity t_turret)
502 {
503         vector enemy_pos = real_origin(t_turret.enemy);
504
505         turret_tag_fire_update(t_turret);
506
507         t_turret.tur_shotdir_updated = v_forward;
508         t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
509         t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
510
511         /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
512         {
513                 oldpos = t_turret.enemy.origin;
514                 setorigin(t_turret.enemy, t_turret.tur_aimpos);
515                 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);
516                 setorigin(t_turret.enemy, oldpos);
517
518                 if(trace_ent == t_turret.enemy)
519                         t_turret.tur_dist_impact_to_aimpos = 0;
520                 else
521                         t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
522         }
523         else*/
524                 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);
525
526         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);
527         t_turret.tur_impactent                   = trace_ent;
528         t_turret.tur_impacttime                 = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
529 }
530
531 /**
532 ** Handles head rotation according to
533 ** the units .track_type and .track_flags
534 **/
535 .float turret_framecounter;
536 void turret_track(entity this)
537 {
538         vector target_angle; // This is where we want to aim
539         vector move_angle;   // This is where we can aim
540         float f_tmp;
541         vector v1, v2;
542         v1 = this.tur_head.angles;
543         v2 = this.tur_head.avelocity;
544
545         if (this.track_flags == TFL_TRACK_NO)
546                 return;
547
548         if(!this.active)
549                 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
550         else if (this.enemy == NULL)
551         {
552                 if(time > this.lip)
553                         target_angle = this.idle_aim + this.angles;
554                 else
555                         target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
556         }
557         else
558         {
559                 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
560         }
561
562         this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
563         this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
564
565         // Find the diffrence between where we currently aim and where we want to aim
566         //move_angle = target_angle - (this.angles + this.tur_head.angles);
567         //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
568
569         move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
570         move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
571
572         switch(this.track_type)
573         {
574                 case TFL_TRACKTYPE_STEPMOTOR:
575                         f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
576                         if (this.track_flags & TFL_TRACK_PITCH)
577                         {
578                                 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
579                                 if(this.tur_head.angles_x > this.aim_maxpitch)
580                                         this.tur_head.angles_x = this.aim_maxpitch;
581
582                                 if(this.tur_head.angles_x  < -this.aim_maxpitch)
583                                         this.tur_head.angles_x = this.aim_maxpitch;
584                         }
585
586                         if (this.track_flags & TFL_TRACK_ROTATE)
587                         {
588                                 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
589                                 if(this.tur_head.angles_y > this.aim_maxrot)
590                                         this.tur_head.angles_y = this.aim_maxrot;
591
592                                 if(this.tur_head.angles_y  < -this.aim_maxrot)
593                                         this.tur_head.angles_y = this.aim_maxrot;
594                         }
595
596                         // CSQC
597                         this.SendFlags  |= TNSF_ANG;
598
599                         return;
600
601                 case TFL_TRACKTYPE_FLUIDINERTIA:
602                         f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
603                         move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
604                         move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rot * f_tmp, this.aim_speed);
605                         move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
606                         break;
607
608                 case TFL_TRACKTYPE_FLUIDPRECISE:
609
610                         move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
611                         move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
612
613                         break;
614         }
615
616         //  pitch
617         if (this.track_flags & TFL_TRACK_PITCH)
618         {
619                 this.tur_head.avelocity_x = move_angle_x;
620                 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
621                 {
622                         this.tur_head.avelocity_x = 0;
623                         this.tur_head.angles_x = this.aim_maxpitch;
624
625                         this.SendFlags  |= TNSF_ANG;
626                 }
627
628                 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
629                 {
630                         this.tur_head.avelocity_x = 0;
631                         this.tur_head.angles_x = -this.aim_maxpitch;
632
633                         this.SendFlags  |= TNSF_ANG;
634                 }
635         }
636
637         //  rot
638         if (this.track_flags & TFL_TRACK_ROTATE)
639         {
640                 this.tur_head.avelocity_y = move_angle_y;
641
642                 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrot)
643                 {
644                         this.tur_head.avelocity_y = 0;
645                         this.tur_head.angles_y = this.aim_maxrot;
646
647                         this.SendFlags  |= TNSF_ANG;
648                 }
649
650                 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrot)
651                 {
652                         this.tur_head.avelocity_y = 0;
653                         this.tur_head.angles_y = -this.aim_maxrot;
654
655                         this.SendFlags  |= TNSF_ANG;
656                 }
657         }
658
659         this.SendFlags  |= TNSF_AVEL;
660
661         // Force a angle update every 10'th frame
662         this.turret_framecounter += 1;
663         if(this.turret_framecounter >= 10)
664         {
665                 this.SendFlags |= TNSF_ANG;
666                 this.turret_framecounter = 0;
667         }
668 }
669
670 /*
671  + TFL_TARGETSELECT_NO
672  + TFL_TARGETSELECT_LOS
673  + TFL_TARGETSELECT_PLAYERS
674  + TFL_TARGETSELECT_MISSILES
675  + TFL_TARGETSELECT_VEHICLES
676  - TFL_TARGETSELECT_TRIGGERTARGET
677  + TFL_TARGETSELECT_ANGLELIMITS
678  + TFL_TARGETSELECT_RANGELIMITS
679  + TFL_TARGETSELECT_TEAMCHECK
680  - TFL_TARGETSELECT_NOBUILTIN
681  + TFL_TARGETSELECT_OWNTEAM
682 */
683
684 /**
685 ** Evaluate a entity for target valitity based on validate_flags
686 ** NOTE: the caller must check takedamage before calling this, to inline this check.
687 **/
688 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
689 {
690         vector v_tmp;
691
692         //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
693         //      return -0.5;
694
695         if(!e_target)
696                 return -2;
697
698         if(e_target.owner == e_turret)
699                 return -0.5;
700
701         if(!checkpvs(e_target.origin, e_turret))
702                 return -1;
703
704         if(e_target.alpha != 0 && e_target.alpha <= 0.3)
705                 return -1;
706
707         if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
708                 return M_ARGV(3, float);
709
710         if (validate_flags & TFL_TARGETSELECT_NO)
711                 return -4;
712
713         // If only this was used more..
714         if (e_target.flags & FL_NOTARGET)
715                 return -5;
716
717         // Cant touch this
718         if (GetResource(e_target, RES_HEALTH) <= 0)
719                 return -6;
720         else if (STAT(FROZEN, e_target))
721                 return -6;
722
723         // vehicle
724         if(IS_VEHICLE(e_target))
725         {
726                 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
727                         return -7;
728         }
729
730         // player
731         if (IS_CLIENT(e_target))
732         {
733                 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
734                         return -7;
735
736                 if (IS_DEAD(e_target))
737                         return -8;
738         }
739
740         // enemy turrets
741         if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
742         if(e_target.owner.tur_head == e_target)
743         if(e_target.team != e_turret.team) // Dont break support units.
744                 return -9;
745
746         // Missile
747         if (e_target.flags & FL_PROJECTILE)
748         if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
749                 return -10;
750
751         if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
752         if(!(e_target.flags & FL_PROJECTILE))
753                 return -10.5;
754
755         // Team check
756         if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
757         {
758                 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
759                 {
760                         if (e_target.team != e_turret.team)
761                                 return -11;
762
763                         if (e_turret.team != e_target.owner.team)
764                                 return -12;
765
766                         if (e_turret.team != e_target.aiment.team)
767                                 return -12; // portals
768                 }
769                 else
770                 {
771                         if (e_target.team == e_turret.team)
772                                 return -13;
773
774                         if (e_turret.team == e_target.owner.team)
775                                 return -14;
776
777                         if (e_turret.team == e_target.aiment.team)
778                                 return -14; // portals
779                 }
780         }
781
782         // Range limits?
783         tvt_dist = vlen(e_turret.origin - real_origin(e_target));
784         if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
785         {
786                 if (tvt_dist < e_turret.target_range_min)
787                         return -15;
788
789                 if (tvt_dist > e_turret.target_range)
790                         return -16;
791         }
792
793         // Can we even aim this thing?
794         tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
795         tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
796         tvt_thadf = vlen(tvt_thadv);
797
798         /*
799         if(validate_flags & TFL_TARGETSELECT_FOV)
800         {
801                 if(e_turret.target_select_fov < tvt_thadf)
802                         return -21;
803         }
804         */
805
806         if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
807         {
808                 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
809                         return -17;
810
811                 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
812                         return -18;
813         }
814
815         // Line of sight?
816         if (validate_flags & TFL_TARGETSELECT_LOS)
817         {
818                 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
819
820                 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
821
822                 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
823                         return -19;
824         }
825
826         if (e_target.classname == "grapplinghook")
827                 return -20;
828
829         /*
830         if (e_target.classname == "func_button")
831                 return -21;
832         */
833
834 #ifdef TURRET_DEBUG_TARGETSELECT
835         LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
836 #endif
837
838         return 1;
839 }
840
841 entity turret_select_target(entity this)
842 {
843         entity e;               // target looper entity
844         float  score;   // target looper entity score
845         entity e_enemy;  // currently best scoreing target
846         float  m_score;  // currently best scoreing target's score
847
848         m_score = 0;
849         if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
850         {
851                 e_enemy = this.enemy;
852                 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
853         }
854         else
855                 e_enemy = this.enemy = NULL;
856
857         e = findradius(this.origin, this.target_range);
858
859         // Nothing to aim at?
860         if (!e)
861                 return NULL;
862
863         while (e)
864         {
865                 if(e.takedamage)
866                 {
867                         float f = turret_validate_target(this, e, this.target_select_flags);
868                         //dprint("F is: ", ftos(f), "\n");
869                         if ( f > 0)
870                         {
871                                 score = this.turret_score_target(this,e);
872                                 if ((score > m_score) && (score > 0))
873                                 {
874                                         e_enemy = e;
875                                         m_score = score;
876                                 }
877                         }
878                 }
879                 e = e.chain;
880         }
881
882         return e_enemy;
883 }
884
885
886 /*
887  + = implemented
888  - = not implemented
889
890  + TFL_FIRECHECK_NO
891  + TFL_FIRECHECK_WORLD
892  + TFL_FIRECHECK_DEAD
893  + TFL_FIRECHECK_DISTANCES
894  - TFL_FIRECHECK_LOS
895  + TFL_FIRECHECK_AIMDIST
896  + TFL_FIRECHECK_REALDIST
897  - TFL_FIRECHECK_ANGLEDIST
898  - TFL_FIRECHECK_TEAMCECK
899  + TFL_FIRECHECK_AFF
900  + TFL_FIRECHECK_AMMO_OWN
901  + TFL_FIRECHECK_AMMO_OTHER
902  + TFL_FIRECHECK_REFIRE
903 */
904
905 /**
906 ** Preforms pre-fire checks based on the uints firecheck_flags
907 **/
908 bool turret_firecheck(entity this)
909 {
910         // This one just dont care =)
911         if (this.firecheck_flags & TFL_FIRECHECK_NO)
912                 return true;
913
914         if (this.enemy == NULL)
915                 return false;
916
917         // Ready?
918         if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
919                 if (this.attack_finished_single[0] > time) return false;
920
921         // Special case: volly fire turret that has to fire a full volly if a shot was fired.
922         if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
923                 if (this.volly_counter != this.shot_volly)
924                         if(this.ammo >= this.shot_dmg)
925                                 return true;
926
927         // Lack of zombies makes shooting dead things unnecessary :P
928         if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
929                 if (IS_DEAD(this.enemy))
930                         return false;
931
932         // Own ammo?
933         if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
934                 if (this.ammo < this.shot_dmg)
935                         return false;
936
937         // Other's ammo? (support-supply units)
938         if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
939                 if (this.enemy.ammo >= this.enemy.ammo_max)
940                         return false;
941
942         // Target of opertunity?
943         if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
944         {
945                 this.enemy = this.tur_impactent;
946                 return true;
947         }
948
949         if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
950         {
951                 // To close?
952                 if (this.tur_dist_aimpos < this.target_range_min)
953                 {
954                         if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
955                                 return true; // Target of opertunity?
956                         return false;
957                 }
958         }
959
960         // Try to avoid FF?
961         if (this.firecheck_flags & TFL_FIRECHECK_AFF)
962                 if (this.tur_impactent.team == this.team)
963                         return false;
964
965         // aim<->predicted impact
966         if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
967                 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
968                         return false;
969
970         // Volly status
971         if (this.shot_volly > 1)
972                 if (this.volly_counter == this.shot_volly)
973                         if (this.ammo < (this.shot_dmg * this.shot_volly))
974                                 return false;
975
976         /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
977                 if(this.tur_impactent != this.enemy)
978                         return false;*/
979
980         return true;
981 }
982
983 bool turret_checkfire(entity this)
984 {
985         if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
986                 return M_ARGV(1, bool);
987
988         return this.turret_firecheckfunc(this);
989 }
990
991 void turret_fire(entity this)
992 {
993         if (autocvar_g_turrets_nofire != 0)
994                 return;
995
996         if(MUTATOR_CALLHOOK(TurretFire, this))
997                 return;
998
999         Turret info = get_turretinfo(this.m_id);
1000         info.tr_attack(info, this);
1001
1002         this.attack_finished_single[0] = time + this.shot_refire;
1003         this.ammo -= this.shot_dmg;
1004         this.volly_counter = this.volly_counter - 1;
1005
1006         if (this.volly_counter <= 0)
1007         {
1008                 this.volly_counter = this.shot_volly;
1009
1010                 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1011                         this.enemy = NULL;
1012
1013                 if (this.shot_volly > 1)
1014                         this.attack_finished_single[0] = time + this.shot_volly_refire;
1015         }
1016
1017 #ifdef TURRET_DEBUG
1018         if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1019 #endif
1020 }
1021
1022 void turret_think(entity this)
1023 {
1024         this.nextthink = time + this.ticrate;
1025
1026         MUTATOR_CALLHOOK(TurretThink, this);
1027
1028 #ifdef TURRET_DEBUG
1029         if (this.tur_debug_tmr1 < time)
1030         {
1031                 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1032                 paint_target(this,256,this.tur_debug_rvec,0.9);
1033                 this.tur_debug_tmr1 = time + 1;
1034         }
1035 #endif
1036
1037         // Handle ammo
1038         if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1039         if (this.ammo < this.ammo_max)
1040                 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1041
1042         // Inactive turrets needs to run the think loop,
1043         // So they can handle animation and wake up if need be.
1044         if(!this.active)
1045         {
1046                 turret_track(this);
1047                 return;
1048         }
1049
1050         // This is typicaly used for zaping every target in range
1051         // turret_fusionreactor uses this to recharge friendlys.
1052         if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1053         {
1054                 // Do a this.turret_fire for every valid target.
1055                 entity e = findradius(this.origin,this.target_range);
1056                 while (e)
1057                 {
1058                         if(e.takedamage)
1059                         {
1060                                 if (turret_validate_target(this,e,this.target_validate_flags))
1061                                 {
1062                                         this.enemy = e;
1063
1064                                         turret_do_updates(this);
1065
1066                                         if (turret_checkfire(this))
1067                                                 turret_fire(this);
1068                                 }
1069                         }
1070
1071                         e = e.chain;
1072                 }
1073                 this.enemy = NULL;
1074         }
1075         else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1076         {
1077                 // This one is doing something.. oddball. assume its handles what needs to be handled.
1078
1079                 // Predict?
1080                 if(!(this.aim_flags & TFL_AIM_NO))
1081                         this.tur_aimpos = turret_aim_generic(this);
1082
1083                 // Turn & pitch?
1084                 if(!(this.track_flags & TFL_TRACK_NO))
1085                         turret_track(this);
1086
1087                 turret_do_updates(this);
1088
1089                 // Fire?
1090                 if (turret_checkfire(this))
1091                         turret_fire(this);
1092         }
1093         else
1094         {
1095                 // Special case for volly always. if it fired once it must compleate the volly.
1096                 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1097                         if(this.volly_counter != this.shot_volly)
1098                         {
1099                                 // Predict or whatnot
1100                                 if(!(this.aim_flags & TFL_AIM_NO))
1101                                         this.tur_aimpos = turret_aim_generic(this);
1102
1103                                 // Turn & pitch
1104                                 if(!(this.track_flags & TFL_TRACK_NO))
1105                                         turret_track(this);
1106
1107                                 turret_do_updates(this);
1108
1109                                 // Fire!
1110                                 if (turret_checkfire(this))
1111                                         turret_fire(this);
1112
1113                                 Turret tur = get_turretinfo(this.m_id);
1114                                 tur.tr_think(tur, this);
1115
1116                                 return;
1117                         }
1118
1119                 // Check if we have a vailid enemy, and try to find one if we dont.
1120
1121                 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1122                 float do_target_scan = 0;
1123                 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1124                         do_target_scan = 1;
1125
1126                 // Old target (if any) invalid?
1127                 if(this.target_validate_time < time)
1128                 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1129                 {
1130                         this.enemy = NULL;
1131                         this.target_validate_time = time + 0.5;
1132                         do_target_scan = 1;
1133                 }
1134
1135                 // But never more often then g_turrets_targetscan_mindelay!
1136                 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1137                         do_target_scan = 0;
1138
1139                 if(do_target_scan)
1140                 {
1141                         this.enemy = turret_select_target(this);
1142                         this.target_select_time = time;
1143                 }
1144
1145                 // No target, just go to idle, do any custom stuff and bail.
1146                 if (this.enemy == NULL)
1147                 {
1148                         // Turn & pitch
1149                         if(!(this.track_flags & TFL_TRACK_NO))
1150                                 turret_track(this);
1151
1152                         Turret tur = get_turretinfo(this.m_id);
1153                         tur.tr_think(tur, this);
1154
1155                         // And bail.
1156                         return;
1157                 }
1158                 else
1159                         this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1160
1161                 // Predict?
1162                 if(!(this.aim_flags & TFL_AIM_NO))
1163                         this.tur_aimpos = turret_aim_generic(this);
1164
1165                 // Turn & pitch?
1166                 if(!(this.track_flags & TFL_TRACK_NO))
1167                         turret_track(this);
1168
1169                 turret_do_updates(this);
1170
1171                 // Fire?
1172                 if (turret_checkfire(this))
1173                         turret_fire(this);
1174         }
1175
1176         Turret tur = get_turretinfo(this.m_id);
1177         tur.tr_think(tur, this);
1178 }
1179
1180 /*
1181         When .used a turret switch team to activator.team.
1182         If activator is NULL, the turret go inactive.
1183 */
1184 void turret_use(entity this, entity actor, entity trigger)
1185 {
1186         LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1187
1188         this.team = actor.team;
1189
1190         if(this.team == 0)
1191                 this.active = ACTIVE_NOT;
1192         else
1193                 this.active = ACTIVE_ACTIVE;
1194
1195 }
1196
1197 void turret_link(entity this)
1198 {
1199         Net_LinkEntity(this, true, 0, turret_send);
1200         setthink(this, turret_think);
1201         this.nextthink = time;
1202         this.tur_head.effects = EF_NODRAW;
1203 }
1204
1205 void turrets_manager_think(entity this)
1206 {
1207         this.nextthink = time + 1;
1208
1209         if (autocvar_g_turrets_reloadcvars == 1)
1210         {
1211                 IL_EACH(g_turrets, true,
1212                 {
1213                         load_unit_settings(it, true);
1214                         Turret tur = get_turretinfo(it.m_id);
1215                         tur.tr_think(tur, it);
1216                 });
1217                 cvar_set("g_turrets_reloadcvars", "0");
1218         }
1219 }
1220
1221 void turret_initparams(entity tur)
1222 {
1223         #define TRY(x) (x) ? (x)
1224         tur.respawntime                 = max  (-1,              (TRY(tur.respawntime)               :  60                                         ));
1225         tur.shot_refire                 = bound(0.01,            (TRY(tur.shot_refire)               :  1                                          ), 9999);
1226         tur.shot_dmg                    = max  (1,               (TRY(tur.shot_dmg)                  :  tur.shot_refire * 50                       ));
1227         tur.shot_radius                 = max  (1,               (TRY(tur.shot_radius)               :  tur.shot_dmg * 0.5                         ));
1228         tur.shot_speed                  = max  (1,               (TRY(tur.shot_speed)                :  2500                                       ));
1229         tur.shot_spread                 = bound(0.0001,          (TRY(tur.shot_spread)               :  0.0125                                     ), 500);
1230         tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1231         tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
1232         tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
1233         tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), max_shot_distance);
1234         tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), max_shot_distance);
1235         tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), max_shot_distance);
1236         tur.aim_maxrot                  = bound(0,               (TRY(tur.aim_maxrot)                :  90                                         ), 360);
1237         tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
1238         tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
1239         tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), max_shot_distance);
1240         tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
1241         tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
1242         tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
1243         tur.target_select_missilebias   = bound(-10,             (TRY(tur.target_select_missilebias) :  1                                          ), 10);
1244         tur.target_select_playerbias    = bound(-10,             (TRY(tur.target_select_playerbias)  :  1                                          ), 10);
1245         tur.ammo_max                    = max  (tur.shot_dmg,    (TRY(tur.ammo_max)                  :  tur.shot_dmg * 10                          ));
1246         tur.ammo_recharge               = max  (0,               (TRY(tur.ammo_recharge)             :  tur.shot_dmg * 0.5                         ));
1247         #undef TRY
1248 }
1249
1250 bool turret_closetotarget(entity this, vector targ, float range)
1251 {
1252         vector path_extra_size = '1 1 1' * range;
1253         return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1254 }
1255
1256 void turret_findtarget(entity this)
1257 {
1258         entity e = find(NULL, classname, "turret_manager");
1259         if(!e)
1260         {
1261                 e = new_pure(turret_manager);
1262                 setthink(e, turrets_manager_think);
1263                 e.nextthink = time + 2;
1264         }
1265
1266         entity targ = find(NULL, targetname, this.target);
1267         if(targ.classname == "turret_checkpoint")
1268                 return; // turrets don't defend checkpoints?
1269
1270         if (!targ)
1271         {
1272                 this.target = "";
1273                 LOG_TRACE("Turret has invalid defendpoint!");
1274         }
1275
1276         this.tur_defend = targ;
1277         this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1278 }
1279
1280 void turret_reset(entity this)
1281 {
1282         turret_respawn(this);
1283 }
1284
1285 bool turret_initialize(entity this, Turret tur)
1286 {
1287         if(!autocvar_g_turrets)
1288                 return false;
1289
1290         if(tur.m_id == 0)
1291                 return false; // invalid turret
1292
1293         // if tur_head exists, we can assume this turret re-spawned
1294         if(!this.tur_head) {
1295                 tur.tr_precache(tur);
1296                 IL_PUSH(g_turrets, this);
1297                 IL_PUSH(g_bot_targets, this);
1298         }
1299
1300         if(!(this.spawnflags & TSF_SUSPENDED))
1301                 droptofloor(this);
1302
1303         this.netname = tur.netname;
1304         load_unit_settings(this, 0);
1305
1306         if(!this.team || !teamplay)             { this.team = FLOAT_MAX; }
1307         if(!this.ticrate)                               { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1308         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1309         if(!this.shot_refire)                   { this.shot_refire = 1; }
1310         if(!this.tur_shotorg)                   { this.tur_shotorg = '50 0 50'; }
1311         if(!this.turret_flags)                  { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1312         if(!this.damage_flags)                  { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1313         if(!this.aim_flags)                             { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1314         if(!this.track_type)                    { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1315         if(!this.track_flags)                   { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1316         if(!this.ammo_flags)                    { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1317         if(!this.target_select_flags)   { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1318         if(!this.firecheck_flags)               { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1319                                                                                                                    | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1320
1321         if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1322         {
1323                 // Fluid / Ineria mode. Looks mutch nicer.
1324                 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1325
1326                 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1327
1328                 if(!this.track_accel_pitch)             { this.track_accel_pitch = 0.5; }
1329                 if(!this.track_accel_rot)               { this.track_accel_rot = 0.5; }
1330                 if(!this.track_blendrate)               { this.track_blendrate = 0.35; }
1331         }
1332
1333         turret_initparams(this);
1334
1335         this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1336
1337         if(this.turret_flags & TUR_FLAG_SPLASH)
1338                 this.aim_flags |= TFL_AIM_SPLASH;
1339
1340         if(this.turret_flags & TUR_FLAG_MISSILE)
1341                 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1342
1343         if(this.turret_flags & TUR_FLAG_PLAYER)
1344                 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1345
1346         if(this.spawnflags & TSL_NO_RESPAWN)
1347                 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1348
1349         if (this.turret_flags & TUR_FLAG_SUPPORT)
1350                 this.turret_score_target = turret_targetscore_support;
1351         else
1352                 this.turret_score_target = turret_targetscore_generic;
1353
1354         ++turret_count;
1355
1356         _setmodel(this, tur.model);
1357         setsize(this, tur.m_mins, tur.m_maxs);
1358
1359         this.m_id                                       = tur.m_id;
1360         this.active                                     = ACTIVE_ACTIVE;
1361         this.effects                            = EF_NODRAW;
1362         this.netname                            = tur.turret_name;
1363         this.ticrate                            = bound(sys_frametime, this.ticrate, 60);
1364         this.max_health                         = GetResource(this, RES_HEALTH);
1365         this.target_validate_flags      = this.target_select_flags;
1366         this.ammo                                       = this.ammo_max;
1367         this.ammo_recharge                 *= this.ticrate;
1368         this.solid                                      = SOLID_BBOX;
1369         this.takedamage                         = DAMAGE_AIM;
1370         set_movetype(this, MOVETYPE_NOCLIP);
1371         this.view_ofs                           = '0 0 0';
1372         this.idle_aim                           = '0 0 0';
1373         this.turret_firecheckfunc       = turret_firecheck;
1374         this.event_damage                       = turret_damage;
1375         this.event_heal                         = turret_heal;
1376         this.use                                        = turret_use;
1377         this.bot_attack                         = true;
1378         this.nextthink                          = time + 1 + turret_count * sys_frametime;
1379         this.reset                                      = turret_reset;
1380
1381         this.tur_head = new(turret_head);
1382         _setmodel(this.tur_head, tur.head_model);
1383         setsize(this.tur_head, '0 0 0', '0 0 0');
1384         setorigin(this.tur_head, '0 0 0');
1385         setattachment(this.tur_head, this, "tag_head");
1386
1387         this.tur_head.netname           = this.tur_head.classname;
1388         this.tur_head.team                      = this.team;
1389         this.tur_head.owner                     = this;
1390         this.tur_head.takedamage        = DAMAGE_NO;
1391         this.tur_head.solid                     = SOLID_NOT;
1392         set_movetype(this.tur_head, this.move_movetype);
1393
1394         this.weaponentities[0] = this; // lol
1395
1396         if(!this.tur_defend && this.target != "")
1397                 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1398
1399 #ifdef TURRET_DEBUG
1400         this.tur_debug_start = this.nextthink;
1401         while(vdist(this.tur_debug_rvec, <, 2))
1402                 this.tur_debug_rvec = randomvec() * 4;
1403
1404         this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1405         this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1406         this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1407 #endif
1408
1409         turret_link(this);
1410         turret_respawn(this);
1411         turret_tag_fire_update(this);
1412
1413         tur.tr_setup(tur, this);
1414
1415         if(MUTATOR_CALLHOOK(TurretSpawn, this))
1416                 return false;
1417
1418         return true;
1419 }
1420 #endif