#include "all.qh"
+bool autocvar_g_turrets;
+float autocvar_g_turrets_aimidle_delay;
+bool autocvar_g_turrets_nofire;
+bool autocvar_g_turrets_reloadcvars;
+float autocvar_g_turrets_targetscan_maxdelay;
+float autocvar_g_turrets_targetscan_mindelay;
+
entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
void turret_projectile_explode(entity this);
float turret_validate_target(entity e_turret, entity e_target, float validate_flags);
bool turret_initialize(entity this, Turret tur);
// returns true when box overlaps with a given location
-bool turret_closetotarget(entity this, vector targ);
+bool turret_closetotarget(entity this, vector targ, float range);
/// Function to use for target evaluation. usualy turret_targetscore_generic
.float(entity _turret, entity _target) turret_score_target;