-#ifndef SV_TURRETS_H
-#define SV_TURRETS_H
+#pragma once
+
+#include <server/miscfunctions.qh>
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);
// turret fields
.float ticrate; // interal ai think rate
-.vector aim_idle; // where to aim while idle
.entity tur_head; // top part of the turret
.entity tur_defend; // defend this entity
.vector tur_shotorg; // shot origin
bool turret_initialize(entity this, Turret tur);
+// returns true when box overlaps with a given location
+bool turret_closetotarget(entity this, vector targ);
+
/// Function to use for target evaluation. usualy turret_targetscore_generic
.float(entity _turret, entity _target) turret_score_target;
.entity pathcurrent;
+.entity pathgoal;
+
float turret_count;
// debugging
float tvt_thadf; // turret head angle diff float, updated by a successful call to turret_validate_target
float tvt_tadf; // turret angle diff float, updated by a successful call to turret_validate_target
float tvt_dist; // turret distance, updated by a successful call to turret_validate_target
-
-#endif