Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
1 #ifdef SVQC
2 #include <server/autocvars.qh>
3
4 // Generic aiming
5 vector turret_aim_generic()
6 {SELFPARAM();
7
8         vector pre_pos, prep;
9         float distance, impact_time = 0, i, mintime;
10
11         turret_tag_fire_update();
12
13         if(self.aim_flags & TFL_AIM_SIMPLE)
14                 return real_origin(self.enemy);
15
16         mintime = max(self.attack_finished_single[0] - time,0) + sys_frametime;
17
18         // Baseline
19         pre_pos = real_origin(self.enemy);
20
21         // Lead?
22         if (self.aim_flags & TFL_AIM_LEAD)
23         {
24                 if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE)           // Need to conpensate for shot traveltime
25                 {
26                         prep = pre_pos;
27
28                         distance = vlen(prep - self.tur_shotorg);
29                         impact_time = distance / self.shot_speed;
30
31                         prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
32
33                         if(self.aim_flags & TFL_AIM_ZPREDICT)
34                         if(!IS_ONGROUND(self.enemy))
35                         if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
36                         {
37                                 float vz;
38                                 prep_z = pre_pos_z;
39                                 vz = self.enemy.velocity_z;
40                                 for(i = 0; i < impact_time; i += sys_frametime)
41                                 {
42                                         vz = vz - (autocvar_sv_gravity * sys_frametime);
43                                         prep_z = prep_z + vz * sys_frametime;
44                                 }
45                         }
46                         pre_pos = prep;
47                 }
48                 else
49                         pre_pos = pre_pos + self.enemy.velocity * mintime;
50         }
51
52         if(self.aim_flags & TFL_AIM_SPLASH)
53         {
54                 //tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
55                 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
56                 if(trace_fraction != 1.0)
57                         pre_pos = trace_endpos;
58         }
59
60         return pre_pos;
61 }
62
63 float turret_targetscore_support(entity _turret,entity _target)
64 {
65         float score;            // Total score
66         float s_score = 0, d_score;
67
68         if (_turret.enemy == _target) s_score = 1;
69
70         d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
71
72         score = (d_score * _turret.target_select_rangebias) +
73                         (s_score * _turret.target_select_samebias);
74
75         return score;
76 }
77
78 /*
79 * Generic bias aware score system.
80 */
81 float turret_targetscore_generic(entity _turret, entity _target)
82 {
83         float d_dist;      // Defendmode Distance
84         float score;            // Total score
85         float d_score;    // Distance score
86         float a_score;    // Angular score
87         float m_score = 0;  // missile score
88         float p_score = 0;  // player score
89         float ikr;                // ideal kill range
90
91         if (_turret.tur_defend)
92         {
93                 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
94                 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
95                 d_score = 1 - d_dist / _turret.target_range;
96         }
97         else
98         {
99                 // Make a normlized value base on the targets distance from our optimal killzone
100                 ikr = _turret.target_range_optimal;
101                 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
102         }
103
104         a_score = 1 - tvt_thadf / _turret.aim_maxrotate;
105
106         if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
107                 m_score = 1;
108
109         if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
110                 p_score = 1;
111
112         d_score = max(d_score, 0);
113         a_score = max(a_score, 0);
114         m_score = max(m_score, 0);
115         p_score = max(p_score, 0);
116
117         score = (d_score * _turret.target_select_rangebias) +
118                         (a_score * _turret.target_select_anglebias) +
119                         (m_score * _turret.target_select_missilebias) +
120                         (p_score * _turret.target_select_playerbias);
121
122         if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
123         {
124                 //dprint("Wtf?\n");
125                 score *= 0.001;
126         }
127
128 #ifdef TURRET_DEBUG
129         string sd,sa,sm,sp,ss;
130         string sdt,sat,smt,spt;
131
132         sd = ftos(d_score);
133         d_score *= _turret.target_select_rangebias;
134         sdt = ftos(d_score);
135
136         //sv = ftos(v_score);
137         //v_score *= _turret.target_select_samebias;
138         //svt = ftos(v_score);
139
140         sa = ftos(a_score);
141         a_score *= _turret.target_select_anglebias;
142         sat = ftos(a_score);
143
144         sm = ftos(m_score);
145         m_score *= _turret.target_select_missilebias;
146         smt = ftos(m_score);
147
148         sp = ftos(p_score);
149         p_score *= _turret.target_select_playerbias;
150         spt = ftos(p_score);
151
152
153         ss = ftos(score);
154         bprint("^3Target scores^7 \[  ",_turret.netname, "  \] ^3for^7 \[  ", _target.netname,"  \]\n");
155         bprint("^5Range:\[  ",sd,  "  \]^2+bias:\[  ",sdt,"  \]\n");
156         bprint("^5Angle:\[  ",sa,  "  \]^2+bias:\[  ",sat,"  \]\n");
157         bprint("^5Missile:\[  ",sm,"  \]^2+bias:\[  ",smt,"  \]\n");
158         bprint("^5Player:\[  ",sp, "  \]^2+bias:\[  ",spt,"  \]\n");
159         bprint("^3Total (w/bias):\[^1",ss,"\]\n");
160
161 #endif
162
163         return score;
164 }
165
166 // Generic damage handling
167 void turret_hide(entity this)
168 {
169         self.effects   |= EF_NODRAW;
170         self.nextthink = time + self.respawntime - 0.2;
171         setthink(self, turret_respawn);
172 }
173
174 void turret_die(entity this)
175 {
176         self.deadflag             = DEAD_DEAD;
177         self.tur_head.deadflag = self.deadflag;
178
179 // Unsolidify and hide real parts
180         self.solid                       = SOLID_NOT;
181         self.tur_head.solid      = self.solid;
182
183         self.event_damage                 = func_null;
184         self.takedamage                  = DAMAGE_NO;
185
186         self.health                      = 0;
187
188 // Go boom
189         //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
190
191         Turret tur = get_turretinfo(self.m_id);
192         if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
193         {
194                 tur.tr_death(tur, self);
195
196                 remove(self.tur_head);
197                 remove(self);
198         }
199         else
200         {
201                 // Setup respawn
202                 self.SendFlags    |= TNSF_STATUS;
203                 self.nextthink   = time + 0.2;
204                 setthink(self, turret_hide);
205
206                 tur.tr_death(tur, self);
207         }
208 }
209
210 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
211 {
212         // Enough already!
213         if(this.deadflag == DEAD_DEAD)
214                 return;
215
216         // Inactive turrets take no damage. (hm..)
217         if(!this.active)
218                 return;
219
220         if(SAME_TEAM(this, attacker))
221         {
222                 if(autocvar_g_friendlyfire)
223                         damage = damage * autocvar_g_friendlyfire;
224                 else
225                         return;
226         }
227
228         this.health -= damage;
229
230         // thorw head slightly off aim when hit?
231         if (this.damage_flags & TFL_DMG_HEADSHAKE)
232         {
233                 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
234                 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
235
236                 this.SendFlags  |= TNSF_ANG;
237         }
238
239         if (this.turret_flags & TUR_FLAG_MOVE)
240                 this.velocity = this.velocity + vforce;
241
242         if (this.health <= 0)
243         {
244                 this.event_damage                 = func_null;
245                 this.tur_head.event_damage = func_null;
246                 this.takedamage                  = DAMAGE_NO;
247                 this.nextthink = time;
248                 setthink(this, turret_die);
249         }
250
251         this.SendFlags  |= TNSF_STATUS;
252 }
253
254 void turret_think(entity this);
255 void turret_respawn(entity this)
256 {
257         // Make sure all parts belong to the same team since
258         // this function doubles as "teamchange" function.
259         self.tur_head.team      = self.team;
260         self.effects                       &= ~EF_NODRAW;
261         self.deadflag                           = DEAD_NO;
262         self.effects                            = EF_LOWPRECISION;
263         self.solid                                      = SOLID_BBOX;
264         self.takedamage                         = DAMAGE_AIM;
265         self.event_damage                       = turret_damage;
266         self.avelocity                          = '0 0 0';
267         self.tur_head.avelocity         = self.avelocity;
268         self.tur_head.angles            = self.idle_aim;
269         self.health                                     = self.max_health;
270         self.enemy                                      = world;
271         self.volly_counter                      = self.shot_volly;
272         self.ammo                                       = self.ammo_max;
273
274         self.nextthink = time + self.ticrate;
275         setthink(self, turret_think);
276
277         self.SendFlags = TNSF_FULL_UPDATE;
278
279         Turret tur = get_turretinfo(self.m_id);
280         tur.tr_setup(tur, self);
281 }
282
283
284 // Main functions
285 #define cvar_base "g_turrets_unit_"
286 .float clientframe;
287 void turrets_setframe(float _frame, float client_only)
288 {SELFPARAM();
289         if((client_only ? self.clientframe : self.frame ) != _frame)
290         {
291                 self.SendFlags |= TNSF_ANIM;
292                 self.anim_start_time = time;
293         }
294
295          if(client_only)
296                 self.clientframe = _frame;
297         else
298                 self.frame = _frame;
299
300 }
301
302 bool turret_send(entity this, entity to, float sf)
303 {
304
305         WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
306         WriteByte(MSG_ENTITY, sf);
307         if(sf & TNSF_SETUP)
308         {
309                 WriteByte(MSG_ENTITY, self.m_id);
310
311                 WriteCoord(MSG_ENTITY, self.origin_x);
312                 WriteCoord(MSG_ENTITY, self.origin_y);
313                 WriteCoord(MSG_ENTITY, self.origin_z);
314
315                 WriteAngle(MSG_ENTITY, self.angles_x);
316                 WriteAngle(MSG_ENTITY, self.angles_y);
317         }
318
319         if(sf & TNSF_ANG)
320         {
321                 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
322                 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
323         }
324
325         if(sf & TNSF_AVEL)
326         {
327                 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
328                 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
329         }
330
331         if(sf & TNSF_MOVE)
332         {
333                 WriteShort(MSG_ENTITY, rint(self.origin_x));
334                 WriteShort(MSG_ENTITY, rint(self.origin_y));
335                 WriteShort(MSG_ENTITY, rint(self.origin_z));
336
337                 WriteShort(MSG_ENTITY, rint(self.velocity_x));
338                 WriteShort(MSG_ENTITY, rint(self.velocity_y));
339                 WriteShort(MSG_ENTITY, rint(self.velocity_z));
340
341                 WriteShort(MSG_ENTITY, rint(self.angles_y));
342         }
343
344         if(sf & TNSF_ANIM)
345         {
346                 WriteCoord(MSG_ENTITY, self.anim_start_time);
347                 WriteByte(MSG_ENTITY, self.frame);
348         }
349
350         if(sf & TNSF_STATUS)
351         {
352                 WriteByte(MSG_ENTITY, self.team);
353
354                 if(self.health <= 0)
355                         WriteByte(MSG_ENTITY, 0);
356                 else
357                         WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
358         }
359
360         return true;
361 }
362
363 void load_unit_settings(entity ent, bool is_reload)
364 {SELFPARAM();
365         string unitname = ent.netname;
366         string sbase;
367
368         if (ent == world)
369                 return;
370
371         if(!ent.turret_scale_damage)    ent.turret_scale_damage = 1;
372         if(!ent.turret_scale_range)             ent.turret_scale_range  = 1;
373         if(!ent.turret_scale_refire)    ent.turret_scale_refire = 1;
374         if(!ent.turret_scale_ammo)              ent.turret_scale_ammo   = 1;
375         if(!ent.turret_scale_aim)               ent.turret_scale_aim     = 1;
376         if(!ent.turret_scale_health)    ent.turret_scale_health = 1;
377         if(!ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
378
379         sbase = strcat(cvar_base,unitname);
380         if (is_reload)
381         {
382                 ent.enemy = world;
383                 ent.tur_head.avelocity = '0 0 0';
384
385                 ent.tur_head.angles = '0 0 0';
386         }
387
388         ent.health       = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
389         ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
390
391         ent.shot_dmg             = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
392         ent.shot_refire   = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
393         ent.shot_radius   = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
394         ent.shot_speed          = cvar(strcat(sbase,"_shot_speed"));
395         ent.shot_spread   = cvar(strcat(sbase,"_shot_spread"));
396         ent.shot_force          = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
397         ent.shot_volly          = cvar(strcat(sbase,"_shot_volly"));
398         ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
399
400         ent.target_range                 = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
401         ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
402         ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
403         //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
404
405         ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
406         ent.target_select_samebias  = cvar(strcat(sbase,"_target_select_samebias"));
407         ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
408         ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
409         //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
410
411         ent.ammo_max     = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
412         ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
413
414         ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
415         ent.aim_speed   = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
416         ent.aim_maxrotate  = cvar(strcat(sbase,"_aim_maxrot"));
417         ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
418
419         ent.track_type          = cvar(strcat(sbase,"_track_type"));
420         ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
421         ent.track_accel_rotate  = cvar(strcat(sbase,"_track_accel_rot"));
422         ent.track_blendrate  = cvar(strcat(sbase,"_track_blendrate"));
423
424         if(is_reload) {
425                 Turret tur = get_turretinfo(self.m_id);
426                 tur.tr_setup(tur, self);
427         }
428 }
429
430 void turret_projectile_explode(entity this)
431 {
432
433         self.takedamage = DAMAGE_NO;
434         self.event_damage = func_null;
435 #ifdef TURRET_DEBUG
436         float d;
437         d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
438         self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
439         self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
440 #else
441         RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
442 #endif
443         remove(self);
444 }
445
446 void turret_projectile_touch(entity this)
447 {
448         PROJECTILE_TOUCH;
449         turret_projectile_explode(this);
450 }
451
452 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
453 {
454         this.velocity  += vforce;
455         this.health     -= damage;
456         //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
457         if(this.health <= 0)
458                 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
459 }
460
461 entity turret_projectile(Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
462 {SELFPARAM();
463     TC(Sound, _snd);
464         entity proj;
465
466         sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
467         proj                             = spawn ();
468         setorigin(proj, self.tur_shotorg);
469         setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
470         proj.owner                = self;
471         proj.realowner    = self;
472         proj.bot_dodge    = true;
473         proj.bot_dodgerating = self.shot_dmg;
474         setthink(proj, turret_projectile_explode);
475         settouch(proj, turret_projectile_touch);
476         proj.nextthink    = time + 9;
477         proj.movetype           = MOVETYPE_FLYMISSILE;
478         proj.velocity           = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
479         proj.flags                = FL_PROJECTILE;
480         proj.enemy                = self.enemy;
481         proj.totalfrags  = _death;
482         PROJECTILE_MAKETRIGGER(proj);
483         if(_health)
484         {
485                 proj.health              = _health;
486                 proj.takedamage  = DAMAGE_YES;
487                 proj.event_damage  = turret_projectile_damage;
488         }
489         else
490                 proj.flags |= FL_NOTARGET;
491
492         CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
493
494         return proj;
495 }
496
497 /**
498 ** updates enemy distances, predicted impact point/time
499 ** and updated aim<->predict impact distance.
500 **/
501 void turret_do_updates(entity t_turret)
502 {
503         vector enemy_pos = real_origin(t_turret.enemy);
504
505         WITHSELF(t_turret, turret_tag_fire_update());
506
507         t_turret.tur_shotdir_updated = v_forward;
508         t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
509         t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
510
511         /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
512         {
513                 oldpos = t_turret.enemy.origin;
514                 setorigin(t_turret.enemy, t_turret.tur_aimpos);
515                 tracebox(t_turret.tur_shotorg, '-1 -1 -1', '1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
516                 setorigin(t_turret.enemy, oldpos);
517
518                 if(trace_ent == t_turret.enemy)
519                         t_turret.tur_dist_impact_to_aimpos = 0;
520                 else
521                         t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
522         }
523         else*/
524                 tracebox(t_turret.tur_shotorg, '-1 -1 -1','1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
525
526         t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos) - (vlen(t_turret.enemy.maxs - t_turret.enemy.mins) * 0.5);
527         t_turret.tur_impactent                   = trace_ent;
528         t_turret.tur_impacttime                 = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
529 }
530
531 /**
532 ** Handles head rotation according to
533 ** the units .track_type and .track_flags
534 **/
535 .float turret_framecounter;
536 void turret_track()
537 {SELFPARAM();
538         vector target_angle; // This is where we want to aim
539         vector move_angle;   // This is where we can aim
540         float f_tmp;
541         vector v1, v2;
542         v1 = self.tur_head.angles;
543         v2 = self.tur_head.avelocity;
544
545         if (self.track_flags == TFL_TRACK_NO)
546                 return;
547
548         if(!self.active)
549                 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
550         else if (self.enemy == world)
551         {
552                 if(time > self.lip)
553                         target_angle = self.idle_aim + self.angles;
554                 else
555                         target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
556         }
557         else
558         {
559                 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
560         }
561
562         self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
563         self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
564
565         // Find the diffrence between where we currently aim and where we want to aim
566         //move_angle = target_angle - (self.angles + self.tur_head.angles);
567         //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
568
569         move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
570         move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
571
572         switch(self.track_type)
573         {
574                 case TFL_TRACKTYPE_STEPMOTOR:
575                         f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
576                         if (self.track_flags & TFL_TRACK_PITCH)
577                         {
578                                 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
579                                 if(self.tur_head.angles_x > self.aim_maxpitch)
580                                         self.tur_head.angles_x = self.aim_maxpitch;
581
582                                 if(self.tur_head.angles_x  < -self.aim_maxpitch)
583                                         self.tur_head.angles_x = self.aim_maxpitch;
584                         }
585
586                         if (self.track_flags & TFL_TRACK_ROTATE)
587                         {
588                                 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
589                                 if(self.tur_head.angles_y > self.aim_maxrotate)
590                                         self.tur_head.angles_y = self.aim_maxrotate;
591
592                                 if(self.tur_head.angles_y  < -self.aim_maxrotate)
593                                         self.tur_head.angles_y = self.aim_maxrotate;
594                         }
595
596                         // CSQC
597                         self.SendFlags  |= TNSF_ANG;
598
599                         return;
600
601                 case TFL_TRACKTYPE_FLUIDINERTIA:
602                         f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
603                         move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
604                         move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rotate * f_tmp, self.aim_speed);
605                         move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
606                         break;
607
608                 case TFL_TRACKTYPE_FLUIDPRECISE:
609
610                         move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
611                         move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
612
613                         break;
614         }
615
616         //  pitch
617         if (self.track_flags & TFL_TRACK_PITCH)
618         {
619                 self.tur_head.avelocity_x = move_angle_x;
620                 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
621                 {
622                         self.tur_head.avelocity_x = 0;
623                         self.tur_head.angles_x = self.aim_maxpitch;
624
625                         self.SendFlags  |= TNSF_ANG;
626                 }
627
628                 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
629                 {
630                         self.tur_head.avelocity_x = 0;
631                         self.tur_head.angles_x = -self.aim_maxpitch;
632
633                         self.SendFlags  |= TNSF_ANG;
634                 }
635         }
636
637         //  rot
638         if (self.track_flags & TFL_TRACK_ROTATE)
639         {
640                 self.tur_head.avelocity_y = move_angle_y;
641
642                 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrotate)
643                 {
644                         self.tur_head.avelocity_y = 0;
645                         self.tur_head.angles_y = self.aim_maxrotate;
646
647                         self.SendFlags  |= TNSF_ANG;
648                 }
649
650                 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrotate)
651                 {
652                         self.tur_head.avelocity_y = 0;
653                         self.tur_head.angles_y = -self.aim_maxrotate;
654
655                         self.SendFlags  |= TNSF_ANG;
656                 }
657         }
658
659         self.SendFlags  |= TNSF_AVEL;
660
661         // Force a angle update every 10'th frame
662         self.turret_framecounter += 1;
663         if(self.turret_framecounter >= 10)
664         {
665                 self.SendFlags |= TNSF_ANG;
666                 self.turret_framecounter = 0;
667         }
668 }
669
670 /*
671  + TFL_TARGETSELECT_NO
672  + TFL_TARGETSELECT_LOS
673  + TFL_TARGETSELECT_PLAYERS
674  + TFL_TARGETSELECT_MISSILES
675  - TFL_TARGETSELECT_TRIGGERTARGET
676  + TFL_TARGETSELECT_ANGLELIMITS
677  + TFL_TARGETSELECT_RANGELIMITS
678  + TFL_TARGETSELECT_TEAMCHECK
679  - TFL_TARGETSELECT_NOBUILTIN
680  + TFL_TARGETSELECT_OWNTEAM
681 */
682
683 /**
684 ** Evaluate a entity for target valitity based on validate_flags
685 ** NOTE: the caller must check takedamage before calling this, to inline this check.
686 **/
687 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
688 {
689         vector v_tmp;
690
691         //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
692         //      return -0.5;
693
694         if(!e_target)
695                 return -2;
696
697         if(e_target.owner == e_turret)
698                 return -0.5;
699
700         if(!checkpvs(e_target.origin, e_turret))
701                 return -1;
702
703         if(e_target.alpha <= 0.3)
704                 return -1;
705
706         if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
707                 return ret_float;
708
709         if (validate_flags & TFL_TARGETSELECT_NO)
710                 return -4;
711
712         // If only this was used more..
713         if (e_target.flags & FL_NOTARGET)
714                 return -5;
715
716         // Cant touch this
717         if(IS_VEHICLE(e_target))
718         {
719                 if (e_target.vehicle_health <= 0)
720                         return -6;
721         }
722         else if (e_target.health <= 0)
723                 return -6;
724         else if(STAT(FROZEN, e_target) > 0)
725                 return -6;
726
727         // player
728         if (IS_CLIENT(e_target))
729         {
730                 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
731                         return -7;
732
733                 if (IS_DEAD(e_target))
734                         return -8;
735         }
736
737         // enemy turrets
738         if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
739         if(e_target.owner.tur_head == e_target)
740         if(e_target.team != e_turret.team) // Dont break support units.
741                 return -9;
742
743         // Missile
744         if (e_target.flags & FL_PROJECTILE)
745         if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
746                 return -10;
747
748         if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
749         if(!(e_target.flags & FL_PROJECTILE))
750                 return -10.5;
751
752         // Team check
753         if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
754         {
755                 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
756                 {
757                         if (e_target.team != e_turret.team)
758                                 return -11;
759
760                         if (e_turret.team != e_target.owner.team)
761                                 return -12;
762                 }
763                 else
764                 {
765                         if (e_target.team == e_turret.team)
766                                 return -13;
767
768                         if (e_turret.team == e_target.owner.team)
769                                 return -14;
770                 }
771         }
772
773         // Range limits?
774         tvt_dist = vlen(e_turret.origin - real_origin(e_target));
775         if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
776         {
777                 if (tvt_dist < e_turret.target_range_min)
778                         return -15;
779
780                 if (tvt_dist > e_turret.target_range)
781                         return -16;
782         }
783
784         // Can we even aim this thing?
785         tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
786         tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
787         tvt_thadf = vlen(tvt_thadv);
788         tvt_tadf = vlen(tvt_tadv);
789
790         /*
791         if(validate_flags & TFL_TARGETSELECT_FOV)
792         {
793                 if(e_turret.target_select_fov < tvt_thadf)
794                         return -21;
795         }
796         */
797
798         if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
799         {
800                 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
801                         return -17;
802
803                 if (fabs(tvt_tadv_y) > e_turret.aim_maxrotate)
804                         return -18;
805         }
806
807         // Line of sight?
808         if (validate_flags & TFL_TARGETSELECT_LOS)
809         {
810                 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
811
812                 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
813
814                 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
815                         return -19;
816         }
817
818         if (e_target.classname == "grapplinghook")
819                 return -20;
820
821         /*
822         if (e_target.classname == "func_button")
823                 return -21;
824         */
825
826 #ifdef TURRET_DEBUG_TARGETSELECT
827         LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
828 #endif
829
830         return 1;
831 }
832
833 entity turret_select_target()
834 {SELFPARAM();
835         entity e;               // target looper entity
836         float  score;   // target looper entity score
837         entity e_enemy;  // currently best scoreing target
838         float  m_score;  // currently best scoreing target's score
839
840         m_score = 0;
841         if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
842         {
843                 e_enemy = self.enemy;
844                 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
845         }
846         else
847                 e_enemy = self.enemy = world;
848
849         e = findradius(self.origin, self.target_range);
850
851         // Nothing to aim at?
852         if (!e)
853                 return world;
854
855         while (e)
856         {
857                 if(e.takedamage)
858                 {
859                         float f = turret_validate_target(self, e, self.target_select_flags);
860                         //dprint("F is: ", ftos(f), "\n");
861                         if ( f > 0)
862                         {
863                                 score = self.turret_score_target(self,e);
864                                 if ((score > m_score) && (score > 0))
865                                 {
866                                         e_enemy = e;
867                                         m_score = score;
868                                 }
869                         }
870                 }
871                 e = e.chain;
872         }
873
874         return e_enemy;
875 }
876
877
878 /*
879  + = implemented
880  - = not implemented
881
882  + TFL_FIRECHECK_NO
883  + TFL_FIRECHECK_WORLD
884  + TFL_FIRECHECK_DEAD
885  + TFL_FIRECHECK_DISTANCES
886  - TFL_FIRECHECK_LOS
887  + TFL_FIRECHECK_AIMDIST
888  + TFL_FIRECHECK_REALDIST
889  - TFL_FIRECHECK_ANGLEDIST
890  - TFL_FIRECHECK_TEAMCECK
891  + TFL_FIRECHECK_AFF
892  + TFL_FIRECHECK_AMMO_OWN
893  + TFL_FIRECHECK_AMMO_OTHER
894  + TFL_FIRECHECK_REFIRE
895 */
896
897 /**
898 ** Preforms pre-fire checks based on the uints firecheck_flags
899 **/
900 float turret_firecheck()
901 {SELFPARAM();
902         // This one just dont care =)
903         if (self.firecheck_flags & TFL_FIRECHECK_NO)
904                 return 1;
905
906         if (self.enemy == world)
907                 return 0;
908
909         // Ready?
910         if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
911                 if (self.attack_finished_single[0] > time) return 0;
912
913         // Special case: volly fire turret that has to fire a full volly if a shot was fired.
914         if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
915                 if (self.volly_counter != self.shot_volly)
916                         if(self.ammo >= self.shot_dmg)
917                                 return 1;
918
919         // Lack of zombies makes shooting dead things unnecessary :P
920         if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
921                 if (IS_DEAD(self.enemy))
922                         return 0;
923
924         // Own ammo?
925         if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
926                 if (self.ammo < self.shot_dmg)
927                         return 0;
928
929         // Other's ammo? (support-supply units)
930         if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
931                 if (self.enemy.ammo >= self.enemy.ammo_max)
932                         return 0;
933
934         // Target of opertunity?
935         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
936         {
937                 self.enemy = self.tur_impactent;
938                 return 1;
939         }
940
941         if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
942         {
943                 // To close?
944                 if (self.tur_dist_aimpos < self.target_range_min)
945                         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
946                                 return 1; // Target of opertunity?
947                         else
948                                 return 0;
949         }
950
951         // Try to avoid FF?
952         if (self.firecheck_flags & TFL_FIRECHECK_AFF)
953                 if (self.tur_impactent.team == self.team)
954                         return 0;
955
956         // aim<->predicted impact
957         if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
958                 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
959                         return 0;
960
961         // Volly status
962         if (self.shot_volly > 1)
963                 if (self.volly_counter == self.shot_volly)
964                         if (self.ammo < (self.shot_dmg * self.shot_volly))
965                                 return 0;
966
967         /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
968                 if(self.tur_impactent != self.enemy)
969                         return 0;*/
970
971         return 1;
972 }
973
974 bool turret_checkfire()
975 {SELFPARAM();
976         bool ret = false; // dummy
977         if(MUTATOR_CALLHOOK(Turret_CheckFire, ret))
978                 return ret_bool;
979
980         return self.turret_firecheckfunc();
981 }
982
983 void turret_fire()
984 {SELFPARAM();
985         if (autocvar_g_turrets_nofire != 0)
986                 return;
987
988         if(MUTATOR_CALLHOOK(TurretFire, self))
989                 return;
990
991         Turret info = get_turretinfo(self.m_id);
992         info.tr_attack(info, self);
993
994         self.attack_finished_single[0] = time + self.shot_refire;
995         self.ammo -= self.shot_dmg;
996         self.volly_counter = self.volly_counter - 1;
997
998         if (self.volly_counter <= 0)
999         {
1000                 self.volly_counter = self.shot_volly;
1001
1002                 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
1003                         self.enemy = world;
1004
1005                 if (self.shot_volly > 1)
1006                         self.attack_finished_single[0] = time + self.shot_volly_refire;
1007         }
1008
1009 #ifdef TURRET_DEBUG
1010         if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_debug_rvec, self.tur_impacttime + 0.25);
1011 #endif
1012 }
1013
1014 void turret_think(entity this)
1015 {
1016         self.nextthink = time + self.ticrate;
1017
1018         MUTATOR_CALLHOOK(TurretThink, self);
1019
1020 #ifdef TURRET_DEBUG
1021         if (self.tur_debug_tmr1 < time)
1022         {
1023                 if (self.enemy) paint_target (self.enemy,128,self.tur_debug_rvec,0.9);
1024                 paint_target(self,256,self.tur_debug_rvec,0.9);
1025                 self.tur_debug_tmr1 = time + 1;
1026         }
1027 #endif
1028
1029         // Handle ammo
1030         if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
1031         if (self.ammo < self.ammo_max)
1032                 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
1033
1034         // Inactive turrets needs to run the think loop,
1035         // So they can handle animation and wake up if need be.
1036         if(!self.active)
1037         {
1038                 turret_track();
1039                 return;
1040         }
1041
1042         // This is typicaly used for zaping every target in range
1043         // turret_fusionreactor uses this to recharge friendlys.
1044         if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
1045         {
1046                 // Do a self.turret_fire for every valid target.
1047                 entity e = findradius(self.origin,self.target_range);
1048                 while (e)
1049                 {
1050                         if(e.takedamage)
1051                         {
1052                                 if (turret_validate_target(self,e,self.target_validate_flags))
1053                                 {
1054                                         self.enemy = e;
1055
1056                                         turret_do_updates(self);
1057
1058                                         if (turret_checkfire())
1059                                                 turret_fire();
1060                                 }
1061                         }
1062
1063                         e = e.chain;
1064                 }
1065                 self.enemy = world;
1066         }
1067         else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
1068         {
1069                 // This one is doing something.. oddball. assume its handles what needs to be handled.
1070
1071                 // Predict?
1072                 if(!(self.aim_flags & TFL_AIM_NO))
1073                         self.tur_aimpos = turret_aim_generic();
1074
1075                 // Turn & pitch?
1076                 if(!(self.track_flags & TFL_TRACK_NO))
1077                         turret_track();
1078
1079                 turret_do_updates(self);
1080
1081                 // Fire?
1082                 if (turret_checkfire())
1083                         turret_fire();
1084         }
1085         else
1086         {
1087                 // Special case for volly always. if it fired once it must compleate the volly.
1088                 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1089                         if(self.volly_counter != self.shot_volly)
1090                         {
1091                                 // Predict or whatnot
1092                                 if(!(self.aim_flags & TFL_AIM_NO))
1093                                         self.tur_aimpos = turret_aim_generic();
1094
1095                                 // Turn & pitch
1096                                 if(!(self.track_flags & TFL_TRACK_NO))
1097                                         turret_track();
1098
1099                                 turret_do_updates(self);
1100
1101                                 // Fire!
1102                                 if (turret_checkfire())
1103                                         turret_fire();
1104
1105                                 Turret tur = get_turretinfo(self.m_id);
1106                                 tur.tr_think(tur, self);
1107
1108                                 return;
1109                         }
1110
1111                 // Check if we have a vailid enemy, and try to find one if we dont.
1112
1113                 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1114                 float do_target_scan = 0;
1115                 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1116                         do_target_scan = 1;
1117
1118                 // Old target (if any) invalid?
1119                 if(self.target_validate_time < time)
1120                 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
1121                 {
1122                         self.enemy = world;
1123                         self.target_validate_time = time + 0.5;
1124                         do_target_scan = 1;
1125                 }
1126
1127                 // But never more often then g_turrets_targetscan_mindelay!
1128                 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1129                         do_target_scan = 0;
1130
1131                 if(do_target_scan)
1132                 {
1133                         self.enemy = turret_select_target();
1134                         self.target_select_time = time;
1135                 }
1136
1137                 // No target, just go to idle, do any custom stuff and bail.
1138                 if (self.enemy == world)
1139                 {
1140                         // Turn & pitch
1141                         if(!(self.track_flags & TFL_TRACK_NO))
1142                                 turret_track();
1143
1144                         Turret tur = get_turretinfo(self.m_id);
1145                         tur.tr_think(tur, self);
1146
1147                         // And bail.
1148                         return;
1149                 }
1150                 else
1151                         self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1152
1153                 // Predict?
1154                 if(!(self.aim_flags & TFL_AIM_NO))
1155                         self.tur_aimpos = turret_aim_generic();
1156
1157                 // Turn & pitch?
1158                 if(!(self.track_flags & TFL_TRACK_NO))
1159                         turret_track();
1160
1161                 turret_do_updates(self);
1162
1163                 // Fire?
1164                 if (turret_checkfire())
1165                         turret_fire();
1166         }
1167
1168         Turret tur = get_turretinfo(self.m_id);
1169         tur.tr_think(tur, self);
1170 }
1171
1172 /*
1173         When .used a turret switch team to activator.team.
1174         If activator is world, the turret go inactive.
1175 */
1176 void turret_use(entity this, entity actor, entity trigger)
1177 {
1178         LOG_TRACE("Turret ",this.netname, " used by ", actor.classname, "\n");
1179
1180         this.team = actor.team;
1181
1182         if(this.team == 0)
1183                 this.active = ACTIVE_NOT;
1184         else
1185                 this.active = ACTIVE_ACTIVE;
1186
1187 }
1188
1189 void turret_link()
1190 {SELFPARAM();
1191         Net_LinkEntity(self, true, 0, turret_send);
1192         setthink(self, turret_think);
1193         self.nextthink = time;
1194         self.tur_head.effects = EF_NODRAW;
1195 }
1196
1197 void turrets_manager_think(entity this)
1198 {
1199         this.nextthink = time + 1;
1200
1201         if (autocvar_g_turrets_reloadcvars == 1)
1202         {
1203                 FOREACH_ENTITY(IS_TURRET(it), {
1204                         load_unit_settings(it, true);
1205                         Turret tur = get_turretinfo(it.m_id);
1206                         tur.tr_think(tur, it);
1207                 });
1208                 cvar_set("g_turrets_reloadcvars", "0");
1209         }
1210 }
1211
1212 void turret_initparams(entity tur)
1213 {
1214         #define TRY(x) (x) ? (x)
1215         tur.respawntime                 = max  (-1,              (TRY(tur.respawntime)               :  60                                         ));
1216         tur.shot_refire                 = bound(0.01,            (TRY(tur.shot_refire)               :  1                                          ), 9999);
1217         tur.shot_dmg                    = max  (1,               (TRY(tur.shot_dmg)                  :  tur.shot_refire * 50                       ));
1218         tur.shot_radius                 = max  (1,               (TRY(tur.shot_radius)               :  tur.shot_dmg * 0.5                         ));
1219         tur.shot_speed                  = max  (1,               (TRY(tur.shot_speed)                :  2500                                       ));
1220         tur.shot_spread                 = bound(0.0001,          (TRY(tur.shot_spread)               :  0.0125                                     ), 500);
1221         tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1222         tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
1223         tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
1224         tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), MAX_SHOT_DISTANCE);
1225         tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), MAX_SHOT_DISTANCE);
1226         tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), MAX_SHOT_DISTANCE);
1227         tur.aim_maxrotate               = bound(0,               (TRY(tur.aim_maxrotate)             :  90                                         ), 360);
1228         tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
1229         tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
1230         tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), MAX_SHOT_DISTANCE);
1231         tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
1232         tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
1233         tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
1234         tur.target_select_missilebias   = bound(-10,             (TRY(tur.target_select_missilebias) :  1                                          ), 10);
1235         tur.target_select_playerbias    = bound(-10,             (TRY(tur.target_select_playerbias)  :  1                                          ), 10);
1236         tur.ammo_max                    = max  (tur.shot_dmg,    (TRY(tur.ammo_max)                  :  tur.shot_dmg * 10                          ));
1237         tur.ammo_recharge               = max  (0,               (TRY(tur.ammo_recharge)             :  tur.shot_dmg * 0.5                         ));
1238         #undef TRY
1239 }
1240
1241 float turret_initialize(Turret tur)
1242 {SELFPARAM();
1243         if(!autocvar_g_turrets)
1244                 return false;
1245
1246         if(tur.m_id == 0)
1247                 return false; // invalid turret
1248
1249         // if tur_head exists, we can assume this turret re-spawned
1250         if(!self.tur_head) {
1251                 tur.tr_precache(tur);
1252         }
1253
1254         entity e = find(world, classname, "turret_manager");
1255         if(!e)
1256         {
1257                 e = new(turret_manager);
1258                 setthink(e, turrets_manager_think);
1259                 e.nextthink = time + 2;
1260         }
1261
1262         if(!(self.spawnflags & TSF_SUSPENDED))
1263                 builtin_droptofloor();
1264
1265         self.netname = tur.netname;
1266         load_unit_settings(self, 0);
1267
1268         if(!self.team || !teamplay)             { self.team = MAX_SHOT_DISTANCE; }
1269         if(!self.ticrate)                               { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1270         if(!self.health)                                { self.health = 1000; }
1271         if(!self.shot_refire)                   { self.shot_refire = 1; }
1272         if(!self.tur_shotorg)                   { self.tur_shotorg = '50 0 50'; }
1273         if(!self.turret_flags)                  { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1274         if(!self.damage_flags)                  { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1275         if(!self.aim_flags)                             { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1276         if(!self.track_type)                    { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1277         if(!self.track_flags)                   { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1278         if(!self.ammo_flags)                    { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1279         if(!self.target_select_flags)   { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1280         if(!self.firecheck_flags)               { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1281                                                                                                                    | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1282
1283         if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1284         {
1285                 // Fluid / Ineria mode. Looks mutch nicer.
1286                 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1287
1288                 self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
1289
1290                 if(!self.track_accel_pitch)             { self.track_accel_pitch = 0.5; }
1291                 if(!self.track_accel_rotate)    { self.track_accel_rotate = 0.5; }
1292                 if(!self.track_blendrate)               { self.track_blendrate = 0.35; }
1293         }
1294
1295         turret_initparams(self);
1296
1297         self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1298
1299         if(self.turret_flags & TUR_FLAG_SPLASH)
1300                 self.aim_flags |= TFL_AIM_SPLASH;
1301
1302         if(self.turret_flags & TUR_FLAG_MISSILE)
1303                 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1304
1305         if(self.turret_flags & TUR_FLAG_PLAYER)
1306                 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1307
1308         if(self.spawnflags & TSL_NO_RESPAWN)
1309                 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1310
1311         if (self.turret_flags & TUR_FLAG_SUPPORT)
1312                 self.turret_score_target = turret_targetscore_support;
1313         else
1314                 self.turret_score_target = turret_targetscore_generic;
1315
1316         ++turret_count;
1317
1318         _setmodel(self, tur.model);
1319         setsize(self, tur.mins, tur.maxs);
1320
1321         self.m_id                                       = tur.m_id;
1322         self.classname                          = "turret_main";
1323         self.active                                     = ACTIVE_ACTIVE;
1324         self.effects                            = EF_NODRAW;
1325         self.netname                            = tur.turret_name;
1326         self.ticrate                            = bound(sys_frametime, self.ticrate, 60);
1327         self.max_health                         = self.health;
1328         self.target_validate_flags      = self.target_select_flags;
1329         self.ammo                                       = self.ammo_max;
1330         self.ammo_recharge                 *= self.ticrate;
1331         self.solid                                      = SOLID_BBOX;
1332         self.takedamage                         = DAMAGE_AIM;
1333         self.movetype                           = MOVETYPE_NOCLIP;
1334         self.view_ofs                           = '0 0 0';
1335         self.turret_firecheckfunc       = turret_firecheck;
1336         self.event_damage                       = turret_damage;
1337         self.use                                        = turret_use;
1338         self.bot_attack                         = true;
1339         self.nextthink                          = time + 1;
1340         self.nextthink                     += turret_count * sys_frametime;
1341
1342         self.tur_head = new(turret_head);
1343         _setmodel(self.tur_head, tur.head_model);
1344         setsize(self.tur_head, '0 0 0', '0 0 0');
1345         setorigin(self.tur_head, '0 0 0');
1346         setattachment(self.tur_head, self, "tag_head");
1347
1348         self.tur_head.netname           = self.tur_head.classname;
1349         self.tur_head.team                      = self.team;
1350         self.tur_head.owner                     = self;
1351         self.tur_head.takedamage        = DAMAGE_NO;
1352         self.tur_head.solid                     = SOLID_NOT;
1353         self.tur_head.movetype          = self.movetype;
1354
1355         if(!self.tur_defend)
1356         if(self.target != "")
1357         {
1358                 self.tur_defend = find(world, targetname, self.target);
1359                 if (self.tur_defend == world)
1360                 {
1361                         self.target = "";
1362                         LOG_TRACE("Turret has invalid defendpoint!\n");
1363                 }
1364         }
1365
1366         if (self.tur_defend)
1367                 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1368         else
1369                 self.idle_aim = '0 0 0';
1370
1371 #ifdef TURRET_DEBUG
1372         self.tur_debug_start = self.nextthink;
1373         while(vdist(self.tur_debug_rvec, <, 2))
1374                 self.tur_debug_rvec = randomvec() * 4;
1375
1376         self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x);
1377         self.tur_debug_rvec_y = fabs(self.tur_debug_rvec_y);
1378         self.tur_debug_rvec_z = fabs(self.tur_debug_rvec_z);
1379 #endif
1380
1381         turret_link();
1382         turret_respawn(self);
1383         turret_tag_fire_update();
1384
1385         tur.tr_setup(tur, self);
1386
1387         if(MUTATOR_CALLHOOK(TurretSpawn, self))
1388                 return false;
1389
1390         return true;
1391 }
1392 #endif