-// aim flags
-.int aim_flags;
-const int TFL_AIM_NO = 1; // no aiming
-const int TFL_AIM_SPLASH = 2; // aim for ground around the target's feet
-const int TFL_AIM_LEAD = 4; // try to predict target movement
-const int TFL_AIM_SHOTTIMECOMPENSATE = 8; // compensate for shot traveltime when leading
-const int TFL_AIM_ZPREDICT = 16; // predict target's z position at impact
-const int TFL_AIM_SIMPLE = 32; // aim at player's current location
-
-// tracking flags
-.int track_flags;
-const int TFL_TRACK_NO = 2; // don't move head
-const int TFL_TRACK_PITCH = 4; // pitch head
-const int TFL_TRACK_ROTATE = 8; // rotate head
-
-// prefire checks
-.int firecheck_flags;
-const int TFL_FIRECHECK_DEAD = 4; // don't attack dead targets (zombies?)
-const int TFL_FIRECHECK_DISTANCES = 8; // another range check
-const int TFL_FIRECHECK_LOS = 16; // line of sight
-const int TFL_FIRECHECK_AIMDIST = 32; // consider distance impactpoint<->aimspot
-const int TFL_FIRECHECK_REALDIST = 64; // consider enemy origin<->impactpoint
-const int TFL_FIRECHECK_ANGLEDIST = 128; // consider angular diff head<->aimspot
-const int TFL_FIRECHECK_TEAMCHECK = 256; // don't attack teammates
-const int TFL_FIRECHECK_AFF = 512; // try to avoid any friendly fire
-const int TFL_FIRECHECK_AMMO_OWN = 1024; // own ammo needs to be larger than damage dealt
-const int TFL_FIRECHECK_AMMO_OTHER = 2048; // target's ammo needs to be less than max
-const int TFL_FIRECHECK_REFIRE = 4096; // check single attack finished delays
-const int TFL_FIRECHECK_NO = 16384; // no prefire checks
-
-// attack flags
-.int shoot_flags;
-const int TFL_SHOOT_NO = 64; // no attacking
-const int TFL_SHOOT_VOLLY = 2; // fire in vollies
-const int TFL_SHOOT_VOLLYALWAYS = 4; // always do a full volly, even if target is lost
-const int TFL_SHOOT_HITALLVALID = 8; // loop through all valid targets
-const int TFL_SHOOT_CLEARTARGET = 16; // lose target after attack (after volly is done if in volly mode)
-const int TFL_SHOOT_CUSTOM = 32; // custom attacking
-
-// turret capabilities
-.int turret_flags;
-const int TUR_FLAG_NONE = 0; // no abilities
-const int TUR_FLAG_SNIPER = 2; // sniping turret
-const int TUR_FLAG_SPLASH = 4; // can deal splash damage
-const int TUR_FLAG_HITSCAN = 8; // hit scan
-const int TUR_FLAG_MULTIGUN = 16; // multiple guns
-const int TUR_FLAG_GUIDED = 32; // laser guided projectiles
-const int TUR_FLAG_SLOWPROJ = 64; // turret fires slow projectiles
-const int TUR_FLAG_MEDPROJ = 128; // turret fires medium projectiles
-const int TUR_FLAG_FASTPROJ = 256; // turret fires fast projectiles
-const int TUR_FLAG_PLAYER = 512; // can damage players
-const int TUR_FLAG_MISSILE = 1024; // can damage missiles
-const int TUR_FLAG_SUPPORT = 2048; // supports other units
-const int TUR_FLAG_AMMOSOURCE = 4096; // can provide ammunition
-const int TUR_FLAG_RECIEVETARGETS = 8192; // can recieve targets from external sources
-const int TUR_FLAG_MOVE = 16384; // can move
-const int TUR_FLAG_ROAM = 32768; // roams around if not attacking
-const int TUR_FLAG_ISTURRET = 65536; // identifies this unit as a turret
-
-// ammo types
-#define ammo_flags currentammo
-const int TFL_AMMO_NONE = 64; // doesn't use ammo
-const int TFL_AMMO_ENERGY = 2; // uses power
-const int TFL_AMMO_BULLETS = 4; // uses bullets
-const int TFL_AMMO_ROCKETS = 8; // uses explosives
-const int TFL_AMMO_RECHARGE = 16; // regenerates ammo
-const int TFL_AMMO_RECIEVE = 32; // can recieve ammo from support units
-
-// damage flags
-.int damage_flags;
-const int TFL_DMG_NO = 256; // doesn't take damage
-const int TFL_DMG_YES = 2; // can be damaged
-const int TFL_DMG_TEAM = 4; // can be damaged by teammates
-const int TFL_DMG_RETALIATE = 8; // target attackers
-const int TFL_DMG_RETALIATE_TEAM = 16; // target attackers, even if on same team
-const int TFL_DMG_TARGETLOSS = 32; // loses target when damaged
-const int TFL_DMG_AIMSHAKE = 64; // damage throws off aim
-const int TFL_DMG_HEADSHAKE = 128; // damage shakes head
-const int TFL_DMG_DEATH_NORESPAWN = 256; // no re-spawning
-
-// spawn flags
-const int TSF_SUSPENDED = 1;
-const int TSF_TERRAINBASE = 2; // currently unused
-const int TSF_NO_AMMO_REGEN = 4; // disable builtin ammo regeneration
-const int TSF_NO_PATHBREAK = 8; // don't break path to chase enemies, will still fire at them if possible
-const int TSL_NO_RESPAWN = 16; // don't re-spawn
-const int TSL_ROAM = 32; // roam while idle
-
-// send flags
-const int TNSF_UPDATE = 2;
-const int TNSF_STATUS = 4;
-const int TNSF_SETUP = 8;
-const int TNSF_ANG = 16;
-const int TNSF_AVEL = 32;
-const int TNSF_MOVE = 64;
-.float anim_start_time;
-const int TNSF_ANIM = 128;
-
-const int TNSF_FULL_UPDATE = 16777215;
-
-
-// other useful macros
-#define TUR_ACTION(turrettype,mrequest) (get_turretinfo(turrettype)).turret_func(mrequest)
-#define TUR_NAME(turrettype) (get_turretinfo(turrettype)).turret_name
-
-// =====================
-// Turret Registration
-// =====================
-
-float t_null(float dummy);
-void register_turret(entity e, float(float) func, float turretflags, vector min_s, vector max_s, string modelname, string headmodelname, string shortname, string mname);
-
-const int TUR_MAXCOUNT = 24;
-entity turret_info[TUR_MAXCOUNT], turret_info_first, turret_info_last;
-float TUR_COUNT;
-
-#define _REGISTER_TURRET(id, func, turretflags, min_s, max_s, modelname, headmodelname, shortname, mname) \
- float func(float); \
- REGISTER(RegisterTurrets, TUR, turret_info, TUR_COUNT, id, m_id, NEW(Turret)) { \
- register_turret(this, func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname); \
- }
-void RegisterTurrets();
-REGISTER_REGISTRY(RegisterTurrets)
-
-#ifdef MENUQC
-#define REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
- _REGISTER_TURRET(id,t_null,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname)
-#else
-#define REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
- _REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname)
-#endif
-
-float t_null(float dummy) { return 0; }
-
-CLASS(Turret, Object)
- ATTRIB(Turret, m_id, int, 0)
-
- ATTRIB(Turret, turretid, int, 0)
- /** short name */
- ATTRIB(Turret, netname, string, string_null)
- /** human readable name */
- ATTRIB(Turret, turret_name, string, string_null)
- /** t_... */
- ATTRIB(Turret, turret_func, float(float), t_null)
- /** currently a copy of the model */
- ATTRIB(Turret, mdl, string, string_null)
- /** full name of model */
- ATTRIB(Turret, model, string, string_null)
- /** full name of tur_head model */
- ATTRIB(Turret, head_model, string, string_null)
- /** TODO: deprecate! */
- ATTRIB(Turret, cvar_basename, string, string_null)
-
- ATTRIB(Turret, spawnflags, int, 0)
- /** turret hitbox size */
- ATTRIB(Turret, mins, vector, '0 0 0')
- /** turret hitbox size */
- ATTRIB(Turret, maxs, vector, '0 0 0')
-
- METHOD(Turret, display, void(entity this, void(string name, string icon) returns)) {
- returns(this.turret_name, string_null);
- }
-
-void register_turret(Turret e, float(float) func, float turretflags, vector min_s, vector max_s, string modelname, string headmodelname, string shortname, string mname)