+#include "../../_all.qh"
+
+#include "../../g_damage.qh"
+#include "../../bot/bot.qh"
+
#define cvar_base "g_turrets_unit_"
.float clientframe;
void turrets_setframe(float _frame, float client_only)
}
-float turret_send(entity to, float sf)
+float turret_send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
turret_projectile_explode();
}
-void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void turret_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
{
self.velocity += vforce;
self.health -= damage;
void turret_fire()
{
- if (autocvar_g_turrets_nofire != 0)
+ if (autocvar_g_turrets_nofire)
return;
self.turret_firefunc();
self.nextthink = time + 1;
entity e;
- if (autocvar_g_turrets_reloadcvars == 1)
+ if (autocvar_g_turrets_reloadcvars)
{
e = nextent(world);
while (e)
self.health = 150;
// Game hooks
- if(MUTATOR_CALLHOOK(TurretSpawn))
+ if(MUTATOR_CALLHOOK(TurretSpawn, self))
return 0;
// End of default & sanety checks, start building the turret.