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Give turrets _shirt & glowmod insted of fugly colormod. Fix akward .team check (ons...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / tturrets / system / system_main.qc
1 #define cvar_base "g_turrets_unit_"
2 .float clientframe;
3 void turrets_setframe(float _frame, float client_only)
4 {        
5     if((client_only ? self.clientframe : self.frame ) != _frame)
6     {
7         self.SendFlags |= TNSF_ANIM;
8         self.anim_start_time = time;
9     }
10     
11      if(client_only)
12         self.clientframe = _frame;
13     else
14         self.frame = _frame;
15    
16 }
17
18 float turret_send(entity to, float sf)
19 {
20         
21         WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);    
22         WriteByte(MSG_ENTITY, sf);
23         if(sf & TNSF_SETUP)
24         {
25             WriteByte(MSG_ENTITY, self.turret_type);
26             
27             WriteCoord(MSG_ENTITY, self.origin_x);
28             WriteCoord(MSG_ENTITY, self.origin_y);
29             WriteCoord(MSG_ENTITY, self.origin_z);
30             
31             WriteAngle(MSG_ENTITY, self.angles_x);
32             WriteAngle(MSG_ENTITY, self.angles_y);
33     }
34     
35     if(sf & TNSF_ANG)
36     {
37         WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
38         WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
39     }
40     
41     if(sf & TNSF_AVEL)
42     {        
43         WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
44         WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
45     }
46     
47     if(sf & TNSF_MOVE)
48     {
49         WriteShort(MSG_ENTITY, rint(self.origin_x));
50         WriteShort(MSG_ENTITY, rint(self.origin_y));
51         WriteShort(MSG_ENTITY, rint(self.origin_z));
52
53         WriteShort(MSG_ENTITY, rint(self.velocity_x));
54         WriteShort(MSG_ENTITY, rint(self.velocity_y));
55         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
56         
57         WriteShort(MSG_ENTITY, rint(self.angles_y));        
58     }
59     
60     if(sf & TNSF_ANIM)
61     {
62         WriteCoord(MSG_ENTITY, self.anim_start_time);
63         WriteByte(MSG_ENTITY, self.frame);
64     }
65     
66     if(sf & TNSF_STATUS)
67     {
68         WriteByte(MSG_ENTITY, self.team);
69         
70         if(self.health <= 0)
71             WriteByte(MSG_ENTITY, 0);
72         else
73             WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255));
74     }
75     
76         return TRUE;
77 }
78
79 void load_unit_settings(entity ent, string unitname, float is_reload)
80 {
81     string sbase;
82
83     if (ent == world)
84         return;
85
86     if not (ent.turret_scale_damage)    ent.turret_scale_damage  = 1;
87     if not (ent.turret_scale_range)     ent.turret_scale_range   = 1;
88     if not (ent.turret_scale_refire)    ent.turret_scale_refire  = 1;
89     if not (ent.turret_scale_ammo)      ent.turret_scale_ammo    = 1;
90     if not (ent.turret_scale_aim)       ent.turret_scale_aim     = 1;
91     if not (ent.turret_scale_health)    ent.turret_scale_health  = 1;
92     if not (ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
93
94     sbase = strcat(cvar_base,unitname);
95     if (is_reload)
96     {
97         ent.enemy = world;
98         ent.tur_head.avelocity = '0 0 0';
99
100         ent.tur_head.angles = '0 0 0';
101     }
102
103     ent.health      = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
104     ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
105
106     ent.shot_dmg          = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
107     ent.shot_refire       = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
108     ent.shot_radius       = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
109     ent.shot_speed        = cvar(strcat(sbase,"_shot_speed"));
110     ent.shot_spread       = cvar(strcat(sbase,"_shot_spread"));
111     ent.shot_force        = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
112     ent.shot_volly        = cvar(strcat(sbase,"_shot_volly"));
113     ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
114
115     ent.target_range         = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
116     ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
117     ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
118     //ent.target_range_fire    = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
119
120     ent.target_select_rangebias  = cvar(strcat(sbase,"_target_select_rangebias"));
121     ent.target_select_samebias   = cvar(strcat(sbase,"_target_select_samebias"));
122     ent.target_select_anglebias  = cvar(strcat(sbase,"_target_select_anglebias"));
123     ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
124     //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
125
126     ent.ammo_max      = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
127     ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
128
129     ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
130     ent.aim_speed    = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
131     ent.aim_maxrot   = cvar(strcat(sbase,"_aim_maxrot"));
132     ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
133
134     ent.track_type        = cvar(strcat(sbase,"_track_type"));
135     ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
136     ent.track_accel_rot   = cvar(strcat(sbase,"_track_accel_rot"));
137     ent.track_blendrate   = cvar(strcat(sbase,"_track_blendrate"));
138
139     if(is_reload)
140         if(ent.turret_respawnhook)
141             ent.turret_respawnhook();
142 }
143
144 void turret_projectile_explode()
145 {
146     self.takedamage = DAMAGE_NO;
147     self.event_damage = SUB_Null;
148     
149 #ifdef TURRET_DEBUG
150     float d;
151     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
152     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
153     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
154 #else
155     RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
156 #endif
157     remove(self);
158 }
159
160 void turret_projectile_touch()
161 {
162     PROJECTILE_TOUCH;
163     turret_projectile_explode();
164 }
165
166 void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
167 {
168     self.velocity  += vforce;
169     self.health    -= damage;
170     //self.realowner  = attacker; // Dont change realowner, it does not make much sense for turrets
171     if(self.health <= 0)
172         turret_projectile_explode();
173 }
174
175 entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
176 {
177     entity proj;
178
179     sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTN_NORM);
180     proj                 = spawn ();
181     setorigin(proj, self.tur_shotorg);
182     setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
183     proj.owner           = self;
184     proj.realowner       = self;
185     proj.bot_dodge       = TRUE;
186     proj.bot_dodgerating = self.shot_dmg;    
187     proj.think           = turret_projectile_explode;
188     proj.touch           = turret_projectile_touch;
189     proj.nextthink       = time + 9;    
190     proj.movetype        = MOVETYPE_FLYMISSILE;
191     proj.velocity        = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;    
192     proj.flags           = FL_PROJECTILE;
193     proj.enemy           = self.enemy;
194     proj.totalfrags      = _death;
195     PROJECTILE_MAKETRIGGER(proj);
196     if(_health)
197     {
198         proj.health         = _health;
199         proj.takedamage     = DAMAGE_YES;
200         proj.event_damage   = turret_projectile_damage;
201     }
202     else
203         proj.flags |= FL_NOTARGET;
204
205     CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
206     
207     return proj;
208 }
209
210 /**
211 ** updates enemy distances, predicted impact point/time
212 ** and updated aim<->predict impact distance.
213 **/
214 void turret_do_updates(entity t_turret)
215 {
216     vector enemy_pos, oldpos;
217     entity oldself;
218
219     oldself = self;
220     self = t_turret;
221
222     enemy_pos = real_origin(self.enemy);
223
224     turret_tag_fire_update();
225
226     self.tur_shotdir_updated = v_forward;
227     self.tur_dist_enemy  = vlen(self.tur_shotorg - enemy_pos);
228     self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
229
230     if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
231     {
232         oldpos = self.enemy.origin;
233         setorigin(self.enemy,self.tur_aimpos);
234         tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
235         setorigin(self.enemy,oldpos);
236
237         if(trace_ent == self.enemy)
238             self.tur_dist_impact_to_aimpos = 0;
239         else
240             self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
241     }
242     else
243         tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
244         
245         self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);                
246         self.tur_impactent             = trace_ent;
247         self.tur_impacttime            = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
248
249     self = oldself;
250 }
251
252 /*
253 vector turret_fovsearch_pingpong()
254 {
255     vector wish_angle;
256     if(self.phase < time)
257     {
258         if( self.tur_head.phase )
259             self.tur_head.phase = 0;
260         else
261             self.tur_head.phase = 1;
262         self.phase = time + 5;
263     }
264
265     if( self.tur_head.phase)
266         wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
267     else
268         wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
269
270     return wish_angle;
271 }
272
273 vector turret_fovsearch_steprot()
274 {
275     vector wish_angle;
276     //float rot_add;
277
278     wish_angle   = self.tur_head.angles;
279     wish_angle_x = self.idle_aim_x;
280
281     if (self.phase < time)
282     {
283         //rot_add = self.aim_maxrot / self.target_select_fov;
284         wish_angle_y += (self.target_select_fov * 2);
285
286         if(wish_angle_y > 360)
287             wish_angle_y = wish_angle_y - 360;
288
289          self.phase = time + 1.5;
290     }
291
292     return wish_angle;
293 }
294
295 vector turret_fovsearch_random()
296 {
297     vector wish_angle;
298
299     if (self.phase < time)
300     {
301         wish_angle_y = random() * self.aim_maxrot;
302         if(random() < 0.5)
303             wish_angle_y *= -1;
304
305         wish_angle_x = random() * self.aim_maxpitch;
306         if(random() < 0.5)
307             wish_angle_x *= -1;
308
309         self.phase = time + 5;
310
311         self.tur_aimpos = wish_angle;
312     }
313
314     return self.idle_aim + self.tur_aimpos;
315 }
316 */
317
318 /**
319 ** Handles head rotation according to
320 ** the units .track_type and .track_flags
321 **/
322 .float turret_framecounter;
323 void turret_stdproc_track()
324 {
325     vector target_angle; // This is where we want to aim
326     vector move_angle;   // This is where we can aim
327     float f_tmp;
328     vector v1, v2;
329     v1 = self.tur_head.angles;
330     v2 = self.tur_head.avelocity;
331     
332     if (self.track_flags == TFL_TRACK_NO)
333         return;
334
335     if not (self.tur_active)
336         target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
337     else if (self.enemy == world)
338     {
339         if(time > self.lip)
340             target_angle = self.idle_aim + self.angles;
341         else
342             target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
343     }
344     else
345     {
346         target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); 
347     }
348     
349     self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
350     self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
351
352     // Find the diffrence between where we currently aim and where we want to aim
353     //move_angle = target_angle - (self.angles + self.tur_head.angles);
354     //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
355     
356     move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles; 
357     move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
358
359     switch(self.track_type)
360     {
361         case TFL_TRACKTYPE_STEPMOTOR:
362             f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
363             if (self.track_flags & TFL_TRACK_PITCH)
364             {
365                 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
366                 if(self.tur_head.angles_x > self.aim_maxpitch)
367                     self.tur_head.angles_x = self.aim_maxpitch;
368
369                 if(self.tur_head.angles_x  < -self.aim_maxpitch)
370                     self.tur_head.angles_x = self.aim_maxpitch;
371             }
372
373             if (self.track_flags & TFL_TRACK_ROT)
374             {
375                 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
376                 if(self.tur_head.angles_y > self.aim_maxrot)
377                     self.tur_head.angles_y = self.aim_maxrot;
378
379                 if(self.tur_head.angles_y  < -self.aim_maxrot)
380                     self.tur_head.angles_y = self.aim_maxrot;
381             }
382             
383             // CSQC
384             self.SendFlags  = TNSF_ANG;
385             
386             return;
387
388         case TFL_TRACKTYPE_FLUIDINERTIA:
389             f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
390             move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
391             move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
392             move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
393             break;
394
395         case TFL_TRACKTYPE_FLUIDPRECISE:
396
397             move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
398             move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
399
400             break;
401     }
402
403     //  pitch
404     if (self.track_flags & TFL_TRACK_PITCH)
405     {
406         self.tur_head.avelocity_x = move_angle_x;
407         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
408         {
409             self.tur_head.avelocity_x = 0;
410             self.tur_head.angles_x = self.aim_maxpitch;
411             
412             self.SendFlags  |= TNSF_ANG;
413         }
414         
415         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
416         {
417             self.tur_head.avelocity_x = 0;
418             self.tur_head.angles_x = -self.aim_maxpitch;
419                         
420             self.SendFlags  |= TNSF_ANG;
421         }
422     }
423
424     //  rot
425     if (self.track_flags & TFL_TRACK_ROT)
426     {
427         self.tur_head.avelocity_y = move_angle_y;
428
429         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
430         {
431             self.tur_head.avelocity_y = 0;
432             self.tur_head.angles_y = self.aim_maxrot;
433             
434             self.SendFlags  |= TNSF_ANG;
435         }
436
437         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
438         {
439             self.tur_head.avelocity_y = 0;
440             self.tur_head.angles_y = -self.aim_maxrot;
441             
442             self.SendFlags  |= TNSF_ANG;
443         }
444     }
445         
446     self.SendFlags  |= TNSF_AVEL;
447     
448     // Force a angle update every 10'th frame
449     self.turret_framecounter += 1;
450     if(self.turret_framecounter >= 10)
451     {        
452         self.SendFlags |= TNSF_ANG;
453         self.turret_framecounter = 0;
454     }            
455 }
456
457
458 /*
459  + = implemented
460  - = not implemented
461
462  + TFL_FIRECHECK_NO
463  + TFL_FIRECHECK_WORLD
464  + TFL_FIRECHECK_DEAD
465  + TFL_FIRECHECK_DISTANCES
466  - TFL_FIRECHECK_LOS
467  + TFL_FIRECHECK_AIMDIST
468  + TFL_FIRECHECK_REALDIST
469  - TFL_FIRECHECK_ANGLEDIST
470  - TFL_FIRECHECK_TEAMCECK
471  + TFL_FIRECHECK_AFF
472  + TFL_FIRECHECK_OWM_AMMO
473  + TFL_FIRECHECK_OTHER_AMMO
474  + TFL_FIRECHECK_REFIRE
475 */
476
477 /**
478 ** Preforms pre-fire checks based on the uints firecheck_flags
479 **/
480 float turret_stdproc_firecheck()
481 {
482     // This one just dont care =)
483     if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
484
485     // Ready?
486     if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
487         if (self.attack_finished_single > time) return 0;
488
489     // Special case: volly fire turret that has to fire a full volly if a shot was fired.
490     if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
491         if (self.volly_counter != self.shot_volly)
492                         if(self.ammo >= self.shot_dmg)
493                                 return 1;               
494
495     // Lack of zombies makes shooting dead things unnecessary :P
496     if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
497         if (self.enemy.deadflag != DEAD_NO)
498             return 0;
499
500     // Plz stop killing the world!
501     if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
502         if (self.enemy == world)
503             return 0;
504
505     // Own ammo?
506     if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
507         if (self.ammo < self.shot_dmg)
508             return 0;
509
510     // Other's ammo? (support-supply units)
511     if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
512         if (self.enemy.ammo >= self.enemy.ammo_max)
513             return 0;
514         
515         // Target of opertunity?
516         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
517         {
518                 self.enemy = self.tur_impactent;
519                 return 1;
520         }                               
521
522     if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
523     {
524         // To close?
525         if (self.tur_dist_aimpos < self.target_range_min)
526                         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)                    
527                                 return 1; // Target of opertunity?
528                         else 
529                                 return 0;                               
530     }
531
532     // Try to avoid FF?
533     if (self.firecheck_flags & TFL_FIRECHECK_AFF)
534         if (self.tur_impactent.team == self.team)
535             return 0;
536
537     // aim<->predicted impact
538     if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
539         if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
540             return 0;
541
542     // Volly status
543     if (self.shot_volly > 1)
544         if (self.volly_counter == self.shot_volly)
545             if (self.ammo < (self.shot_dmg * self.shot_volly))
546                 return 0;
547
548     if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
549         if(self.tur_impactent != self.enemy)
550             return 0;
551
552     return 1;
553 }
554
555 /*
556  + TFL_TARGETSELECT_NO
557  + TFL_TARGETSELECT_LOS
558  + TFL_TARGETSELECT_PLAYERS
559  + TFL_TARGETSELECT_MISSILES
560  - TFL_TARGETSELECT_TRIGGERTARGET
561  + TFL_TARGETSELECT_ANGLELIMITS
562  + TFL_TARGETSELECT_RANGELIMTS
563  + TFL_TARGETSELECT_TEAMCHECK
564  - TFL_TARGETSELECT_NOBUILTIN
565  + TFL_TARGETSELECT_OWNTEAM
566 */
567
568 /**
569 ** Evaluate a entity for target valitity based on validate_flags
570 ** NOTE: the caller must check takedamage before calling this, to inline this check.
571 **/
572 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
573 {
574     vector v_tmp;
575
576     //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
577     //    return -0.5;
578
579     if(e_target.owner == e_turret)
580         return -0.5;
581
582     if not(checkpvs(e_target.origin, e_turret))
583         return -1;
584
585     if not (e_target)
586         return -2;
587
588         if(g_onslaught)
589                 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
590                         return - 3;
591
592     if (validate_flags & TFL_TARGETSELECT_NO)
593         return -4;
594
595     // If only this was used more..
596     if (e_target.flags & FL_NOTARGET)
597         return -5;
598
599     // Cant touch this
600     if (e_target.health < 0)
601         return -6;
602
603     // player
604     if (e_target.flags & FL_CLIENT)
605     {
606         if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
607             return -7;
608
609         if (e_target.deadflag != DEAD_NO)
610             return -8;
611     }
612
613         // enemy turrets
614         if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
615         if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
616             if(e_target.team != e_turret.team) // Dont break support units.
617                 return -9;
618
619     // Missile
620     if (e_target.flags & FL_PROJECTILE)
621         if not (validate_flags & TFL_TARGETSELECT_MISSILES)
622             return -10;
623
624     if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
625         if not (e_target.flags & FL_PROJECTILE)
626             return -10.5;
627
628     // Team check
629     if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
630     {
631         if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
632         {
633             if (e_target.team != e_turret.team)
634                 return -11;
635
636             if (e_turret.team != e_target.owner.team)
637                 return -12;
638         }
639         else
640         {
641             if (e_target.team == e_turret.team)
642                 return -13;
643
644             if (e_turret.team == e_target.owner.team)
645                 return -14;
646         }
647     }
648
649     // Range limits?
650     tvt_dist = vlen(e_turret.origin - real_origin(e_target));
651     if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
652     {
653         if (tvt_dist < e_turret.target_range_min)
654             return -15;
655
656         if (tvt_dist > e_turret.target_range)
657             return -16;
658     }
659
660     // Can we even aim this thing?
661     tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
662     tvt_tadv  = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
663     tvt_thadf = vlen(tvt_thadv);
664     tvt_tadf  = vlen(tvt_tadv);
665
666     /*
667     if(validate_flags & TFL_TARGETSELECT_FOV)
668     {
669         if(e_turret.target_select_fov < tvt_thadf)
670             return -21;
671     }
672     */
673
674     if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
675     {
676         if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
677             return -17;
678
679         if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
680             return -18;
681     }
682
683     // Line of sight?
684     if (validate_flags & TFL_TARGETSELECT_LOS)
685     {
686         v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
687
688         traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
689
690         if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
691             return -19;
692     }
693
694     if (e_target.classname == "grapplinghook")
695         return -20;
696
697     /*
698     if (e_target.classname == "func_button")
699         return -21;
700     */
701
702 #ifdef TURRET_DEBUG_TARGETSELECT
703     dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
704 #endif
705
706     return 1;
707 }
708
709 entity turret_select_target()
710 {
711     entity e;        // target looper entity
712     float  score;    // target looper entity score
713     entity e_enemy;  // currently best scoreing target
714     float  m_score;  // currently best scoreing target's score
715
716     m_score = 0;
717     if(self.enemy)
718         if(self.enemy.takedamage)
719     if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
720     {
721         e_enemy = self.enemy;
722         m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
723     }
724     else
725         self.enemy = world;
726
727     e = findradius(self.origin, self.target_range);
728
729     // Nothing to aim at?
730     if (!e) 
731                 return world;
732
733     while (e)
734     {
735                 if(e.takedamage)
736                 {
737                         if (turret_validate_target(self, e, self.target_select_flags) > 0)
738                         {
739                                 score = self.turret_score_target(self,e);
740                                 if ((score > m_score) && (score > 0))
741                                 {
742                                         e_enemy = e;
743                                         m_score = score;
744                                 }
745                         }
746                 }
747         e = e.chain;
748     }
749
750     return e_enemy;
751 }
752
753 void turret_think()
754 {
755     entity e;
756
757     self.nextthink = time + self.ticrate;
758     
759     // ONS uses somewhat backwards linking.
760     if (teamplay)
761     {
762         if (g_onslaught)
763             if (self.target)
764             {
765                 e = find(world, targetname,self.target);
766                 if (e != world)
767                     self.team = e.team;
768             }
769
770         if (self.team != self.tur_head.team)
771             turret_stdproc_respawn();
772     }
773
774 #ifdef TURRET_DEBUG
775     if (self.tur_dbg_tmr1 < time)
776     {
777         if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
778         paint_target(self,256,self.tur_dbg_rvec,0.9);
779         self.tur_dbg_tmr1 = time + 1;
780     }
781 #endif
782
783     // Handle ammo
784     if not (self.spawnflags & TSF_NO_AMMO_REGEN)
785     if (self.ammo < self.ammo_max)
786         self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
787                         
788     // Inactive turrets needs to run the think loop,
789     // So they can handle animation and wake up if need be.
790     if not (self.tur_active)
791     {
792         turret_stdproc_track();
793         return;
794     }
795
796     // This is typicaly used for zaping every target in range
797     // turret_fusionreactor uses this to recharge friendlys.
798     if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
799     {
800         // Do a self.turret_fire for every valid target.
801         e = findradius(self.origin,self.target_range);
802         while (e)
803         {
804                         if(e.takedamage)
805                         {
806                                 if (turret_validate_target(self,e,self.target_validate_flags))
807                                 {
808                                         self.enemy = e;
809
810                                         turret_do_updates(self);
811
812                                         if (self.turret_firecheckfunc())
813                                                 turret_fire();
814                                 }
815                         }
816
817             e = e.chain;
818         }
819         self.enemy = world;
820     }
821     else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
822     {
823         // This one is doing something.. oddball. assume its handles what needs to be handled.
824
825         // Predict?
826         if not(self.aim_flags & TFL_AIM_NO)
827             self.tur_aimpos = turret_stdproc_aim_generic();
828
829         // Turn & pitch?
830         if not(self.track_flags & TFL_TRACK_NO)
831             turret_stdproc_track();
832
833         turret_do_updates(self);
834
835         // Fire?
836         if (self.turret_firecheckfunc())
837             turret_fire();
838     }
839     else
840     {
841         // Special case for volly always. if it fired once it must compleate the volly.
842         if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
843             if(self.volly_counter != self.shot_volly)
844             {
845                 // Predict or whatnot
846                 if not(self.aim_flags & TFL_AIM_NO)
847                     self.tur_aimpos = turret_stdproc_aim_generic();
848
849                 // Turn & pitch
850                 if not(self.track_flags & TFL_TRACK_NO)
851                     turret_stdproc_track();
852
853                 turret_do_updates(self);
854
855                 // Fire!
856                 if (self.turret_firecheckfunc() != 0)
857                     turret_fire();
858
859                 if(self.turret_postthink)
860                     self.turret_postthink();
861
862                 return;
863             }
864
865         // Check if we have a vailid enemy, and try to find one if we dont.
866
867         // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
868         float do_target_scan;
869         if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
870             do_target_scan = 1;
871
872         // Old target (if any) invalid?
873         if(self.target_validate_time < time)
874         if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
875         {
876                 self.enemy = world;
877                 self.target_validate_time = time + 0.5;
878                 do_target_scan = 1;
879         }
880
881         // But never more often then g_turrets_targetscan_mindelay!
882         if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
883             do_target_scan = 0;
884
885         if(do_target_scan)
886         {
887             self.enemy = turret_select_target();
888             self.target_select_time = time;
889         }
890
891         // No target, just go to idle, do any custom stuff and bail.
892         if (self.enemy == world)
893         {
894             // Turn & pitch
895             if not(self.track_flags & TFL_TRACK_NO)
896                 turret_stdproc_track();
897
898             // do any per-turret stuff
899             if(self.turret_postthink)
900                 self.turret_postthink();
901
902             // And bail.
903             return;
904         }
905         else
906             self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
907
908         // Predict?
909         if not(self.aim_flags & TFL_AIM_NO)
910             self.tur_aimpos = turret_stdproc_aim_generic();
911
912         // Turn & pitch?
913         if not(self.track_flags & TFL_TRACK_NO)
914             turret_stdproc_track();
915
916         turret_do_updates(self);
917
918         // Fire?
919         if (self.turret_firecheckfunc())
920             turret_fire();
921     }
922
923     // do any custom per-turret stuff
924     if(self.turret_postthink)
925         self.turret_postthink();
926 }
927
928 void turret_fire()
929 {
930     if (autocvar_g_turrets_nofire != 0)
931         return;
932
933     self.turret_firefunc();
934
935     self.attack_finished_single = time + self.shot_refire;
936     self.ammo -= self.shot_dmg;
937     self.volly_counter = self.volly_counter - 1;
938
939     if (self.volly_counter <= 0)
940     {
941         self.volly_counter = self.shot_volly;
942
943         if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
944             self.enemy = world;
945
946         if (self.shot_volly > 1)
947             self.attack_finished_single = time + self.shot_volly_refire;
948     }
949
950 #ifdef TURRET_DEBUG
951     if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
952 #endif
953 }
954
955 void turret_stdproc_fire()
956 {
957     dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
958 }
959
960 /*
961     When .used a turret switch team to activator.team.
962     If activator is world, the turret go inactive.
963 */
964 void turret_stdproc_use()
965 {
966     dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
967
968     self.team = activator.team;
969
970     if(self.team == 0)
971         self.tur_active = 0;
972     else
973         self.tur_active = 1;
974
975 }
976
977 void turret_link()
978 {
979     Net_LinkEntity(self, TRUE, 0, turret_send);
980     self.think      = turret_think;
981     self.nextthink  = time;
982     self.tur_head.effects = EF_NODRAW;
983 }
984
985 void turrets_manager_think()
986 {
987     self.nextthink = time + 1;
988
989     entity e;
990     if (autocvar_g_turrets_reloadcvars == 1)
991     {
992         e = nextent(world);
993         while (e)
994         {
995             if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
996             {
997                 load_unit_settings(e,e.cvar_basename,1);
998                 if(e.turret_postthink)
999                     e.turret_postthink();
1000             }
1001
1002             e = nextent(e);
1003         }
1004         cvar_set("g_turrets_reloadcvars","0");
1005     }
1006 }
1007
1008 /*
1009 * Standard turret initialization. use this!
1010 * (unless you have a very good reason not to)
1011 * if the return value is 0, the turret should be removed.
1012 */
1013 float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
1014 {
1015         entity e, ee;
1016
1017     // Are turrets allowed?
1018     if (autocvar_g_turrets == 0)
1019         return 0;
1020     
1021     if(_turret_type < 1 || _turret_type > TID_LAST)
1022     {
1023         dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
1024         return 0;
1025     }    
1026     self.turret_type = _turret_type;
1027     
1028     e = find(world, classname, "turret_manager");
1029     if not (e)
1030     {
1031         e = spawn();
1032
1033         /*
1034         setorigin(e,'0 0 0');
1035         setmodel(e,"models/turrets/plasma.md3");
1036         vector v;
1037         v = gettaginfo(e,gettagindex(e,"tag_fire"));
1038         if(v == '0 0 0')
1039         {
1040             //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
1041             //crash();
1042         }
1043         setmodel(e,"");
1044         */
1045
1046         e.classname = "turret_manager";
1047         e.think = turrets_manager_think;
1048         e.nextthink = time + 2;
1049     }
1050
1051     /*
1052     if(csqc_shared)
1053     {
1054         dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
1055         csqc_shared = 0;
1056     }
1057     */
1058     
1059     if not (self.spawnflags & TSF_SUSPENDED)
1060         droptofloor_builtin();
1061
1062     // Terrainbase spawnflag. This puts a enlongated model
1063     // under the turret, so it looks ok on uneaven surfaces.
1064     /*  TODO: Handle this with CSQC
1065     if (self.spawnflags & TSF_TERRAINBASE)
1066     {
1067         entity tb;
1068         tb = spawn();
1069         setmodel(tb,"models/turrets/terrainbase.md3");
1070         setorigin(tb,self.origin);
1071         tb.solid = SOLID_BBOX;
1072     }
1073     */
1074
1075     self.cvar_basename = cvar_base_name;
1076     load_unit_settings(self, self.cvar_basename, 0);
1077
1078     self.effects = EF_NODRAW;
1079     
1080     // Handle turret teams.
1081     if (autocvar_g_assault != 0)
1082     {
1083         if not (self.team)
1084             self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
1085     }
1086     else if not (teamplay)
1087                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1088         else if(g_onslaught && self.targetname)
1089         {
1090                 e = find(world,target,self.targetname);
1091                 if(e != world)
1092                 {
1093                         self.team = e.team;
1094                         ee = e;
1095                 }
1096         }
1097         else if(!self.team)
1098                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1099
1100     /*
1101     * Try to guess some reasonaly defaults
1102     * for missing params and do sanety checks
1103     * thise checks could produce some "interesting" results
1104     * if it hits a glitch in my logic :P so try to set as mutch
1105     * as possible beforehand.
1106     */
1107     if not(self.ticrate)
1108     {        
1109         if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1110             self.ticrate = 0.2;     // Support units generaly dont need to have a high speed ai-loop
1111         else
1112             self.ticrate = 0.1;     // 10 fps for normal turrets
1113     }
1114     
1115     self.ticrate = bound(sys_frametime, self.ticrate, 60);  // keep it sane
1116
1117 // General stuff
1118     if (self.netname == "")
1119         self.netname = self.classname;
1120
1121     if not (self.respawntime)
1122         self.respawntime = 60;
1123     self.respawntime = max(-1, self.respawntime);
1124
1125     if not (self.health)
1126         self.health = 1000;
1127     self.tur_health = max(1, self.health);
1128
1129     if not (self.turrcaps_flags)
1130         self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1131
1132     if not (self.damage_flags)
1133         self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1134
1135 // Shot stuff.
1136     if not (self.shot_refire)
1137         self.shot_refire = 1;
1138     self.shot_refire = bound(0.01, self.shot_refire, 9999);
1139
1140     if not (self.shot_dmg)
1141         self.shot_dmg  = self.shot_refire * 50;
1142     self.shot_dmg = max(1, self.shot_dmg);
1143
1144     if not (self.shot_radius)
1145         self.shot_radius = self.shot_dmg * 0.5;
1146     self.shot_radius = max(1, self.shot_radius);
1147
1148     if not (self.shot_speed)
1149         self.shot_speed = 2500;
1150     self.shot_speed = max(1, self.shot_speed);
1151
1152     if not (self.shot_spread)
1153         self.shot_spread = 0.0125;
1154     self.shot_spread = bound(0.0001, self.shot_spread, 500);
1155
1156     if not (self.shot_force)
1157         self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1158     self.shot_force = bound(0.001, self.shot_force, 5000);
1159
1160     if not (self.shot_volly)
1161         self.shot_volly = 1;
1162     self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1163
1164     if not (self.shot_volly_refire)
1165         self.shot_volly_refire = self.shot_refire * self.shot_volly;
1166     self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1167
1168     if not (self.firecheck_flags)
1169         self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1170                                TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1171                                TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1172
1173 // Range stuff.
1174     if not (self.target_range)
1175         self.target_range = self.shot_speed * 0.5;
1176     self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1177
1178     if not (self.target_range_min)
1179         self.target_range_min = self.shot_radius * 2;
1180     self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1181
1182     if not (self.target_range_optimal)
1183         self.target_range_optimal = self.target_range * 0.5;
1184     self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1185
1186
1187 // Aim stuff.
1188     if not (self.aim_maxrot)
1189         self.aim_maxrot = 90;
1190     self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1191
1192     if not (self.aim_maxpitch)
1193         self.aim_maxpitch = 20;
1194     self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1195
1196     if not (self.aim_speed)
1197         self.aim_speed = 36;
1198     self.aim_speed  = bound(0.1, self.aim_speed, 1000);
1199
1200     if not (self.aim_firetolerance_dist)
1201         self.aim_firetolerance_dist  = 5 + (self.shot_radius * 2);
1202     self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1203
1204     if not (self.aim_flags)
1205     {
1206         self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1207         if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1208             self.aim_flags |= TFL_AIM_GROUND2;
1209     }
1210
1211     if not (self.track_type)
1212         self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1213
1214     if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1215     {
1216         // Fluid / Ineria mode. Looks mutch nicer.
1217         // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1218
1219         if not (self.aim_speed)
1220             self.aim_speed = 180;
1221         self.aim_speed = bound(0.1, self.aim_speed, 1000);
1222
1223         if not (self.track_accel_pitch)
1224             self.track_accel_pitch = 0.5;
1225
1226         if not (self.track_accel_rot)
1227             self.track_accel_rot   = 0.5;
1228
1229         if not (self.track_blendrate)
1230             self.track_blendrate   = 0.35;
1231     }
1232
1233     if (!self.track_flags)
1234         self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1235
1236
1237 // Target selection stuff.
1238     if not (self.target_select_rangebias)
1239         self.target_select_rangebias = 1;
1240     self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1241
1242     if not (self.target_select_samebias)
1243         self.target_select_samebias = 1;
1244     self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1245
1246     if not (self.target_select_anglebias)
1247         self.target_select_anglebias = 1;
1248     self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1249
1250     if not (self.target_select_missilebias)
1251         self.target_select_missilebias = -10;
1252
1253     self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1254     self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1255
1256     if not (self.target_select_flags)
1257     {
1258             self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1259                                      | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1260
1261         if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1262             self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1263
1264         if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1265             self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1266         //else
1267         //    self.target_select_flags = TFL_TARGETSELECT_NO;
1268     }
1269
1270     self.target_validate_flags = self.target_select_flags;
1271
1272 // Ammo stuff
1273     if not (self.ammo_max)
1274         self.ammo_max = self.shot_dmg * 10;
1275     self.ammo_max = max(self.shot_dmg, self.ammo_max);
1276
1277     if not (self.ammo)
1278         self.ammo = self.shot_dmg * 5;
1279     self.ammo = bound(0,self.ammo, self.ammo_max);
1280
1281     if not (self.ammo_recharge)
1282         self.ammo_recharge = self.shot_dmg * 0.5;
1283     self.ammo_recharge = max(0 ,self.ammo_recharge);
1284
1285     // Convert the recharge from X per sec to X per ticrate
1286     self.ammo_recharge = self.ammo_recharge * self.ticrate;
1287
1288     if not (self.ammo_flags)
1289         self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1290
1291 // Damage stuff
1292     if(self.spawnflags & TSL_NO_RESPAWN)
1293         if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1294             self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1295
1296 // Offsets & origins
1297     if (!self.tur_shotorg)   self.tur_shotorg = '50 0 50';
1298     
1299     if (!self.health)
1300         self.health = 150;
1301
1302 // Game hooks
1303         if(MUTATOR_CALLHOOK(TurretSpawn))
1304                 return 0;
1305
1306 // End of default & sanety checks, start building the turret.
1307
1308 // Spawn extra bits
1309     self.tur_head         = spawn();
1310     self.tur_head.netname = self.tur_head.classname = "turret_head";
1311     self.tur_head.team    = self.team;
1312     self.tur_head.owner   = self;
1313
1314     setmodel(self, base);
1315     setmodel(self.tur_head, head);
1316
1317     setsize(self, '-32 -32 0', '32 32 64');
1318     setsize(self.tur_head, '0 0 0', '0 0 0');
1319
1320     setorigin(self.tur_head, '0 0 0');
1321     setattachment(self.tur_head, self, "tag_head");
1322
1323     self.tur_health          = self.health;
1324     self.solid               = SOLID_BBOX;
1325     self.tur_head.solid      = SOLID_NOT;
1326     self.takedamage          = DAMAGE_AIM;
1327     self.tur_head.takedamage = DAMAGE_NO;
1328     self.movetype            = MOVETYPE_NOCLIP;
1329     self.tur_head.movetype   = MOVETYPE_NOCLIP;
1330
1331     // Defend mode?
1332     if not (self.tur_defend)
1333     if (self.target != "")
1334     {
1335         self.tur_defend = find(world, targetname, self.target);
1336         if (self.tur_defend == world)
1337         {
1338             self.target = "";
1339             dprint("Turret has invalid defendpoint!\n");
1340         }
1341     }
1342
1343     // In target defend mode, aim on the spot to defend when idle.
1344     if (self.tur_defend)
1345         self.idle_aim  = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1346     else
1347         self.idle_aim  = '0 0 0';
1348
1349     // Attach stdprocs. override when and what needed
1350     self.turret_firecheckfunc   = turret_stdproc_firecheck;
1351     self.turret_firefunc        = turret_stdproc_fire;
1352     self.event_damage           = turret_stdproc_damage;
1353     
1354     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1355         self.turret_score_target    = turret_stdproc_targetscore_support;
1356     else
1357         self.turret_score_target    = turret_stdproc_targetscore_generic;
1358
1359     self.use = turret_stdproc_use;
1360     self.bot_attack = TRUE;
1361
1362     ++turret_count;
1363     self.nextthink = time + 1;
1364     self.nextthink +=  turret_count * sys_frametime;
1365
1366     self.tur_head.team = self.team;
1367     self.view_ofs = '0 0 0';
1368
1369 #ifdef TURRET_DEBUG
1370     self.tur_dbg_start = self.nextthink;
1371     while (vlen(self.tur_dbg_rvec) < 2)
1372         self.tur_dbg_rvec  = randomvec() * 4;
1373
1374     self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1375     self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1376     self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1377 #endif
1378
1379     // Its all good.
1380     self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1381
1382     self.classname = "turret_main";
1383
1384     self.tur_active = 1;
1385
1386     // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1387     if (g_onslaught && ee)
1388     {
1389         activator = ee;
1390         self.use();
1391     }
1392     
1393         turret_link();
1394         turret_stdproc_respawn();
1395             
1396     if (!turret_tag_fire_update())
1397         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
1398     
1399     return 1;
1400 }
1401
1402