]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/turrets/sv_turrets.qc
Merge branch 'terencehill/vec2_optimizations' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
1 #include "sv_turrets.qh"
2 #ifdef SVQC
3 #include <server/autocvars.qh>
4
5 // Generic aiming
6 vector turret_aim_generic(entity this)
7 {
8
9         vector pre_pos, prep;
10         float distance, impact_time = 0, i, mintime;
11
12         turret_tag_fire_update(this);
13
14         if(this.aim_flags & TFL_AIM_SIMPLE)
15                 return real_origin(this.enemy);
16
17         mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
18
19         // Baseline
20         pre_pos = real_origin(this.enemy);
21
22         // Lead?
23         if (this.aim_flags & TFL_AIM_LEAD)
24         {
25                 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE)           // Need to conpensate for shot traveltime
26                 {
27                         prep = pre_pos;
28
29                         distance = vlen(prep - this.tur_shotorg);
30                         impact_time = distance / this.shot_speed;
31
32                         prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
33
34                         if(this.aim_flags & TFL_AIM_ZPREDICT)
35                         if(!IS_ONGROUND(this.enemy))
36                         if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
37                         {
38                                 float vz;
39                                 prep_z = pre_pos_z;
40                                 vz = this.enemy.velocity_z;
41                                 for(i = 0; i < impact_time; i += sys_frametime)
42                                 {
43                                         vz = vz - (autocvar_sv_gravity * sys_frametime);
44                                         prep_z = prep_z + vz * sys_frametime;
45                                 }
46                         }
47                         pre_pos = prep;
48                 }
49                 else
50                         pre_pos = pre_pos + this.enemy.velocity * mintime;
51         }
52
53         if(this.aim_flags & TFL_AIM_SPLASH)
54         {
55                 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
56                 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
57                 if(trace_fraction != 1.0)
58                         pre_pos = trace_endpos;
59         }
60
61         return pre_pos;
62 }
63
64 float turret_targetscore_support(entity _turret,entity _target)
65 {
66         float score;            // Total score
67         float s_score = 0, d_score;
68
69         if (_turret.enemy == _target) s_score = 1;
70
71         d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
72
73         score = (d_score * _turret.target_select_rangebias) +
74                         (s_score * _turret.target_select_samebias);
75
76         return score;
77 }
78
79 /*
80 * Generic bias aware score system.
81 */
82 float turret_targetscore_generic(entity _turret, entity _target)
83 {
84         float d_dist;      // Defendmode Distance
85         float score;            // Total score
86         float d_score;    // Distance score
87         float a_score;    // Angular score
88         float m_score = 0;  // missile score
89         float p_score = 0;  // player score
90         float ikr;                // ideal kill range
91
92         if (_turret.tur_defend)
93         {
94                 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
95                 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
96                 d_score = 1 - d_dist / _turret.target_range;
97         }
98         else
99         {
100                 // Make a normlized value base on the targets distance from our optimal killzone
101                 ikr = _turret.target_range_optimal;
102                 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
103         }
104
105         a_score = 1 - tvt_thadf / _turret.aim_maxrotate;
106
107         if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
108                 m_score = 1;
109
110         if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
111                 p_score = 1;
112
113         d_score = max(d_score, 0);
114         a_score = max(a_score, 0);
115         m_score = max(m_score, 0);
116         p_score = max(p_score, 0);
117
118         score = (d_score * _turret.target_select_rangebias) +
119                         (a_score * _turret.target_select_anglebias) +
120                         (m_score * _turret.target_select_missilebias) +
121                         (p_score * _turret.target_select_playerbias);
122
123         if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
124         {
125                 //dprint("Wtf?\n");
126                 score *= 0.001;
127         }
128
129 #ifdef TURRET_DEBUG
130         string sd,sa,sm,sp,ss;
131         string sdt,sat,smt,spt;
132
133         sd = ftos(d_score);
134         d_score *= _turret.target_select_rangebias;
135         sdt = ftos(d_score);
136
137         //sv = ftos(v_score);
138         //v_score *= _turret.target_select_samebias;
139         //svt = ftos(v_score);
140
141         sa = ftos(a_score);
142         a_score *= _turret.target_select_anglebias;
143         sat = ftos(a_score);
144
145         sm = ftos(m_score);
146         m_score *= _turret.target_select_missilebias;
147         smt = ftos(m_score);
148
149         sp = ftos(p_score);
150         p_score *= _turret.target_select_playerbias;
151         spt = ftos(p_score);
152
153
154         ss = ftos(score);
155         bprint("^3Target scores^7 \[  ",_turret.netname, "  \] ^3for^7 \[  ", _target.netname,"  \]\n");
156         bprint("^5Range:\[  ",sd,  "  \]^2+bias:\[  ",sdt,"  \]\n");
157         bprint("^5Angle:\[  ",sa,  "  \]^2+bias:\[  ",sat,"  \]\n");
158         bprint("^5Missile:\[  ",sm,"  \]^2+bias:\[  ",smt,"  \]\n");
159         bprint("^5Player:\[  ",sp, "  \]^2+bias:\[  ",spt,"  \]\n");
160         bprint("^3Total (w/bias):\[^1",ss,"\]\n");
161
162 #endif
163
164         return score;
165 }
166
167 // Generic damage handling
168 void turret_hide(entity this)
169 {
170         this.effects   |= EF_NODRAW;
171         this.nextthink = time + this.respawntime - 0.2;
172         setthink(this, turret_respawn);
173 }
174
175 void turret_die(entity this)
176 {
177         this.deadflag             = DEAD_DEAD;
178         this.tur_head.deadflag = this.deadflag;
179
180 // Unsolidify and hide real parts
181         this.solid                       = SOLID_NOT;
182         this.tur_head.solid      = this.solid;
183
184         this.event_damage                 = func_null;
185         this.takedamage                  = DAMAGE_NO;
186
187         this.health                      = 0;
188
189 // Go boom
190         //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
191
192         Turret tur = get_turretinfo(this.m_id);
193         if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
194         {
195                 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
196                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
197                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
198
199                 tur.tr_death(tur, this);
200
201                 delete(this.tur_head);
202                 delete(this);
203         }
204         else
205         {
206                 // Setup respawn
207                 this.SendFlags    |= TNSF_STATUS;
208                 this.nextthink   = time + 0.2;
209                 setthink(this, turret_hide);
210
211                 tur.tr_death(tur, this);
212         }
213 }
214
215 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
216 {
217         // Enough already!
218         if(this.deadflag == DEAD_DEAD)
219                 return;
220
221         // Inactive turrets take no damage. (hm..)
222         if(!this.active)
223                 return;
224
225         if(SAME_TEAM(this, attacker))
226         {
227                 if(autocvar_g_friendlyfire)
228                         damage = damage * autocvar_g_friendlyfire;
229                 else
230                         return;
231         }
232
233         this.health -= damage;
234
235         // thorw head slightly off aim when hit?
236         if (this.damage_flags & TFL_DMG_HEADSHAKE)
237         {
238                 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
239                 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
240
241                 this.SendFlags  |= TNSF_ANG;
242         }
243
244         if (this.turret_flags & TUR_FLAG_MOVE)
245                 this.velocity = this.velocity + vforce;
246
247         if (this.health <= 0)
248         {
249                 this.event_damage                 = func_null;
250                 this.tur_head.event_damage = func_null;
251                 this.takedamage                  = DAMAGE_NO;
252                 this.nextthink = time;
253                 setthink(this, turret_die);
254         }
255
256         this.SendFlags  |= TNSF_STATUS;
257 }
258
259 void turret_think(entity this);
260 void turret_respawn(entity this)
261 {
262         // Make sure all parts belong to the same team since
263         // this function doubles as "teamchange" function.
264         this.tur_head.team      = this.team;
265         this.effects                       &= ~EF_NODRAW;
266         this.deadflag                           = DEAD_NO;
267         this.effects                            = EF_LOWPRECISION;
268         this.solid                                      = SOLID_BBOX;
269         this.takedamage                         = DAMAGE_AIM;
270         this.event_damage                       = turret_damage;
271         this.avelocity                          = '0 0 0';
272         this.tur_head.avelocity         = this.avelocity;
273         this.tur_head.angles            = this.idle_aim;
274         this.health                                     = this.max_health;
275         this.enemy                                      = NULL;
276         this.volly_counter                      = this.shot_volly;
277         this.ammo                                       = this.ammo_max;
278
279         this.nextthink = time + this.ticrate;
280         setthink(this, turret_think);
281
282         this.SendFlags = TNSF_FULL_UPDATE;
283
284         Turret tur = get_turretinfo(this.m_id);
285         tur.tr_setup(tur, this);
286 }
287
288
289 // Main functions
290 #define cvar_base "g_turrets_unit_"
291 .float clientframe;
292 void turrets_setframe(entity this, float _frame, float client_only)
293 {
294         if((client_only ? this.clientframe : this.frame ) != _frame)
295         {
296                 this.SendFlags |= TNSF_ANIM;
297                 this.anim_start_time = time;
298         }
299
300          if(client_only)
301                 this.clientframe = _frame;
302         else
303                 this.frame = _frame;
304
305 }
306
307 bool turret_send(entity this, entity to, float sf)
308 {
309
310         WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
311         WriteByte(MSG_ENTITY, sf);
312         if(sf & TNSF_SETUP)
313         {
314                 WriteByte(MSG_ENTITY, this.m_id);
315
316                 WriteCoord(MSG_ENTITY, this.origin_x);
317                 WriteCoord(MSG_ENTITY, this.origin_y);
318                 WriteCoord(MSG_ENTITY, this.origin_z);
319
320                 WriteAngle(MSG_ENTITY, this.angles_x);
321                 WriteAngle(MSG_ENTITY, this.angles_y);
322         }
323
324         if(sf & TNSF_ANG)
325         {
326                 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
327                 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
328         }
329
330         if(sf & TNSF_AVEL)
331         {
332                 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
333                 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
334         }
335
336         if(sf & TNSF_MOVE)
337         {
338                 WriteShort(MSG_ENTITY, rint(this.origin_x));
339                 WriteShort(MSG_ENTITY, rint(this.origin_y));
340                 WriteShort(MSG_ENTITY, rint(this.origin_z));
341
342                 WriteShort(MSG_ENTITY, rint(this.velocity_x));
343                 WriteShort(MSG_ENTITY, rint(this.velocity_y));
344                 WriteShort(MSG_ENTITY, rint(this.velocity_z));
345
346                 WriteShort(MSG_ENTITY, rint(this.angles_y));
347         }
348
349         if(sf & TNSF_ANIM)
350         {
351                 WriteCoord(MSG_ENTITY, this.anim_start_time);
352                 WriteByte(MSG_ENTITY, this.frame);
353         }
354
355         if(sf & TNSF_STATUS)
356         {
357                 WriteByte(MSG_ENTITY, this.team);
358
359                 if(this.health <= 0)
360                         WriteByte(MSG_ENTITY, 0);
361                 else
362                         WriteByte(MSG_ENTITY, ceil((this.health / this.max_health) * 255));
363         }
364
365         return true;
366 }
367
368 void load_unit_settings(entity ent, bool is_reload)
369 {
370         string unitname = ent.netname;
371         string sbase;
372
373         if (ent == NULL)
374                 return;
375
376         if(!ent.turret_scale_damage)    ent.turret_scale_damage = 1;
377         if(!ent.turret_scale_range)             ent.turret_scale_range  = 1;
378         if(!ent.turret_scale_refire)    ent.turret_scale_refire = 1;
379         if(!ent.turret_scale_ammo)              ent.turret_scale_ammo   = 1;
380         if(!ent.turret_scale_aim)               ent.turret_scale_aim     = 1;
381         if(!ent.turret_scale_health)    ent.turret_scale_health = 1;
382         if(!ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
383
384         sbase = strcat(cvar_base,unitname);
385         if (is_reload)
386         {
387                 ent.enemy = NULL;
388                 ent.tur_head.avelocity = '0 0 0';
389
390                 ent.tur_head.angles = '0 0 0';
391         }
392
393         ent.health       = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
394         ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
395
396         ent.shot_dmg             = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
397         ent.shot_refire   = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
398         ent.shot_radius   = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
399         ent.shot_speed          = cvar(strcat(sbase,"_shot_speed"));
400         ent.shot_spread   = cvar(strcat(sbase,"_shot_spread"));
401         ent.shot_force          = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
402         ent.shot_volly          = cvar(strcat(sbase,"_shot_volly"));
403         ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
404
405         ent.target_range                 = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
406         ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
407         ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
408         //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
409
410         ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
411         ent.target_select_samebias  = cvar(strcat(sbase,"_target_select_samebias"));
412         ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
413         ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
414         //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
415
416         ent.ammo_max     = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
417         ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
418
419         ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
420         ent.aim_speed   = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
421         ent.aim_maxrotate  = cvar(strcat(sbase,"_aim_maxrot"));
422         ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
423
424         ent.track_type          = cvar(strcat(sbase,"_track_type"));
425         ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
426         ent.track_accel_rotate  = cvar(strcat(sbase,"_track_accel_rot"));
427         ent.track_blendrate  = cvar(strcat(sbase,"_track_blendrate"));
428
429         if(is_reload) {
430                 Turret tur = get_turretinfo(ent.m_id);
431                 tur.tr_setup(tur, ent);
432         }
433 }
434
435 void turret_projectile_explode(entity this)
436 {
437
438         this.takedamage = DAMAGE_NO;
439         this.event_damage = func_null;
440 #ifdef TURRET_DEBUG
441         float d;
442         d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
443         this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
444         this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
445 #else
446         RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
447 #endif
448         delete(this);
449 }
450
451 void turret_projectile_touch(entity this, entity toucher)
452 {
453         PROJECTILE_TOUCH(this, toucher);
454         turret_projectile_explode(this);
455 }
456
457 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
458 {
459         this.velocity  += vforce;
460         this.health     -= damage;
461         //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
462         if(this.health <= 0)
463                 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
464 }
465
466 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
467 {
468     TC(Sound, _snd);
469         entity proj;
470
471         sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
472         proj                             = spawn ();
473         setorigin(proj, actor.tur_shotorg);
474         setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
475         proj.owner                = actor;
476         proj.realowner    = actor;
477         proj.bot_dodge    = true;
478         proj.bot_dodgerating = actor.shot_dmg;
479         setthink(proj, turret_projectile_explode);
480         settouch(proj, turret_projectile_touch);
481         proj.nextthink    = time + 9;
482         set_movetype(proj, MOVETYPE_FLYMISSILE);
483         proj.velocity           = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
484         proj.flags = FL_PROJECTILE;
485         IL_PUSH(g_projectiles, proj);
486         IL_PUSH(g_bot_dodge, proj);
487         proj.enemy                = actor.enemy;
488         proj.totalfrags  = _death;
489         PROJECTILE_MAKETRIGGER(proj);
490         if(_health)
491         {
492                 proj.health              = _health;
493                 proj.takedamage  = DAMAGE_YES;
494                 proj.event_damage  = turret_projectile_damage;
495         }
496         else
497                 proj.flags |= FL_NOTARGET;
498
499         CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
500
501         return proj;
502 }
503
504 /**
505 ** updates enemy distances, predicted impact point/time
506 ** and updated aim<->predict impact distance.
507 **/
508 void turret_do_updates(entity t_turret)
509 {
510         vector enemy_pos = real_origin(t_turret.enemy);
511
512         turret_tag_fire_update(t_turret);
513
514         t_turret.tur_shotdir_updated = v_forward;
515         t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
516         t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
517
518         /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
519         {
520                 oldpos = t_turret.enemy.origin;
521                 setorigin(t_turret.enemy, t_turret.tur_aimpos);
522                 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);
523                 setorigin(t_turret.enemy, oldpos);
524
525                 if(trace_ent == t_turret.enemy)
526                         t_turret.tur_dist_impact_to_aimpos = 0;
527                 else
528                         t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
529         }
530         else*/
531                 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);
532
533         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);
534         t_turret.tur_impactent                   = trace_ent;
535         t_turret.tur_impacttime                 = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
536 }
537
538 /**
539 ** Handles head rotation according to
540 ** the units .track_type and .track_flags
541 **/
542 .float turret_framecounter;
543 void turret_track(entity this)
544 {
545         vector target_angle; // This is where we want to aim
546         vector move_angle;   // This is where we can aim
547         float f_tmp;
548         vector v1, v2;
549         v1 = this.tur_head.angles;
550         v2 = this.tur_head.avelocity;
551
552         if (this.track_flags == TFL_TRACK_NO)
553                 return;
554
555         if(!this.active)
556                 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
557         else if (this.enemy == NULL)
558         {
559                 if(time > this.lip)
560                         target_angle = this.idle_aim + this.angles;
561                 else
562                         target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
563         }
564         else
565         {
566                 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
567         }
568
569         this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
570         this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
571
572         // Find the diffrence between where we currently aim and where we want to aim
573         //move_angle = target_angle - (this.angles + this.tur_head.angles);
574         //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
575
576         move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
577         move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
578
579         switch(this.track_type)
580         {
581                 case TFL_TRACKTYPE_STEPMOTOR:
582                         f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
583                         if (this.track_flags & TFL_TRACK_PITCH)
584                         {
585                                 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
586                                 if(this.tur_head.angles_x > this.aim_maxpitch)
587                                         this.tur_head.angles_x = this.aim_maxpitch;
588
589                                 if(this.tur_head.angles_x  < -this.aim_maxpitch)
590                                         this.tur_head.angles_x = this.aim_maxpitch;
591                         }
592
593                         if (this.track_flags & TFL_TRACK_ROTATE)
594                         {
595                                 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
596                                 if(this.tur_head.angles_y > this.aim_maxrotate)
597                                         this.tur_head.angles_y = this.aim_maxrotate;
598
599                                 if(this.tur_head.angles_y  < -this.aim_maxrotate)
600                                         this.tur_head.angles_y = this.aim_maxrotate;
601                         }
602
603                         // CSQC
604                         this.SendFlags  |= TNSF_ANG;
605
606                         return;
607
608                 case TFL_TRACKTYPE_FLUIDINERTIA:
609                         f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
610                         move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
611                         move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rotate * f_tmp, this.aim_speed);
612                         move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
613                         break;
614
615                 case TFL_TRACKTYPE_FLUIDPRECISE:
616
617                         move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
618                         move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
619
620                         break;
621         }
622
623         //  pitch
624         if (this.track_flags & TFL_TRACK_PITCH)
625         {
626                 this.tur_head.avelocity_x = move_angle_x;
627                 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
628                 {
629                         this.tur_head.avelocity_x = 0;
630                         this.tur_head.angles_x = this.aim_maxpitch;
631
632                         this.SendFlags  |= TNSF_ANG;
633                 }
634
635                 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
636                 {
637                         this.tur_head.avelocity_x = 0;
638                         this.tur_head.angles_x = -this.aim_maxpitch;
639
640                         this.SendFlags  |= TNSF_ANG;
641                 }
642         }
643
644         //  rot
645         if (this.track_flags & TFL_TRACK_ROTATE)
646         {
647                 this.tur_head.avelocity_y = move_angle_y;
648
649                 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrotate)
650                 {
651                         this.tur_head.avelocity_y = 0;
652                         this.tur_head.angles_y = this.aim_maxrotate;
653
654                         this.SendFlags  |= TNSF_ANG;
655                 }
656
657                 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrotate)
658                 {
659                         this.tur_head.avelocity_y = 0;
660                         this.tur_head.angles_y = -this.aim_maxrotate;
661
662                         this.SendFlags  |= TNSF_ANG;
663                 }
664         }
665
666         this.SendFlags  |= TNSF_AVEL;
667
668         // Force a angle update every 10'th frame
669         this.turret_framecounter += 1;
670         if(this.turret_framecounter >= 10)
671         {
672                 this.SendFlags |= TNSF_ANG;
673                 this.turret_framecounter = 0;
674         }
675 }
676
677 /*
678  + TFL_TARGETSELECT_NO
679  + TFL_TARGETSELECT_LOS
680  + TFL_TARGETSELECT_PLAYERS
681  + TFL_TARGETSELECT_MISSILES
682  - TFL_TARGETSELECT_TRIGGERTARGET
683  + TFL_TARGETSELECT_ANGLELIMITS
684  + TFL_TARGETSELECT_RANGELIMITS
685  + TFL_TARGETSELECT_TEAMCHECK
686  - TFL_TARGETSELECT_NOBUILTIN
687  + TFL_TARGETSELECT_OWNTEAM
688 */
689
690 /**
691 ** Evaluate a entity for target valitity based on validate_flags
692 ** NOTE: the caller must check takedamage before calling this, to inline this check.
693 **/
694 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
695 {
696         vector v_tmp;
697
698         //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
699         //      return -0.5;
700
701         if(!e_target)
702                 return -2;
703
704         if(e_target.owner == e_turret)
705                 return -0.5;
706
707         if(!checkpvs(e_target.origin, e_turret))
708                 return -1;
709
710         if(e_target.alpha <= 0.3)
711                 return -1;
712
713         if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
714                 return M_ARGV(3, float);
715
716         if (validate_flags & TFL_TARGETSELECT_NO)
717                 return -4;
718
719         // If only this was used more..
720         if (e_target.flags & FL_NOTARGET)
721                 return -5;
722
723         // Cant touch this
724         if(IS_VEHICLE(e_target))
725         {
726                 if (e_target.vehicle_health <= 0)
727                         return -6;
728         }
729         else if (e_target.health <= 0)
730                 return -6;
731         else if(STAT(FROZEN, e_target) > 0)
732                 return -6;
733
734         // player
735         if (IS_CLIENT(e_target))
736         {
737                 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
738                         return -7;
739
740                 if (IS_DEAD(e_target))
741                         return -8;
742         }
743
744         // enemy turrets
745         if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
746         if(e_target.owner.tur_head == e_target)
747         if(e_target.team != e_turret.team) // Dont break support units.
748                 return -9;
749
750         // Missile
751         if (e_target.flags & FL_PROJECTILE)
752         if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
753                 return -10;
754
755         if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
756         if(!(e_target.flags & FL_PROJECTILE))
757                 return -10.5;
758
759         // Team check
760         if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
761         {
762                 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
763                 {
764                         if (e_target.team != e_turret.team)
765                                 return -11;
766
767                         if (e_turret.team != e_target.owner.team)
768                                 return -12;
769                 }
770                 else
771                 {
772                         if (e_target.team == e_turret.team)
773                                 return -13;
774
775                         if (e_turret.team == e_target.owner.team)
776                                 return -14;
777                 }
778         }
779
780         // Range limits?
781         tvt_dist = vlen(e_turret.origin - real_origin(e_target));
782         if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
783         {
784                 if (tvt_dist < e_turret.target_range_min)
785                         return -15;
786
787                 if (tvt_dist > e_turret.target_range)
788                         return -16;
789         }
790
791         // Can we even aim this thing?
792         tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
793         tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
794         tvt_thadf = vlen(tvt_thadv);
795         tvt_tadf = vlen(tvt_tadv);
796
797         /*
798         if(validate_flags & TFL_TARGETSELECT_FOV)
799         {
800                 if(e_turret.target_select_fov < tvt_thadf)
801                         return -21;
802         }
803         */
804
805         if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
806         {
807                 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
808                         return -17;
809
810                 if (fabs(tvt_tadv_y) > e_turret.aim_maxrotate)
811                         return -18;
812         }
813
814         // Line of sight?
815         if (validate_flags & TFL_TARGETSELECT_LOS)
816         {
817                 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
818
819                 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
820
821                 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
822                         return -19;
823         }
824
825         if (e_target.classname == "grapplinghook")
826                 return -20;
827
828         /*
829         if (e_target.classname == "func_button")
830                 return -21;
831         */
832
833 #ifdef TURRET_DEBUG_TARGETSELECT
834         LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
835 #endif
836
837         return 1;
838 }
839
840 entity turret_select_target(entity this)
841 {
842         entity e;               // target looper entity
843         float  score;   // target looper entity score
844         entity e_enemy;  // currently best scoreing target
845         float  m_score;  // currently best scoreing target's score
846
847         m_score = 0;
848         if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
849         {
850                 e_enemy = this.enemy;
851                 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
852         }
853         else
854                 e_enemy = this.enemy = NULL;
855
856         e = findradius(this.origin, this.target_range);
857
858         // Nothing to aim at?
859         if (!e)
860                 return NULL;
861
862         while (e)
863         {
864                 if(e.takedamage)
865                 {
866                         float f = turret_validate_target(this, e, this.target_select_flags);
867                         //dprint("F is: ", ftos(f), "\n");
868                         if ( f > 0)
869                         {
870                                 score = this.turret_score_target(this,e);
871                                 if ((score > m_score) && (score > 0))
872                                 {
873                                         e_enemy = e;
874                                         m_score = score;
875                                 }
876                         }
877                 }
878                 e = e.chain;
879         }
880
881         return e_enemy;
882 }
883
884
885 /*
886  + = implemented
887  - = not implemented
888
889  + TFL_FIRECHECK_NO
890  + TFL_FIRECHECK_WORLD
891  + TFL_FIRECHECK_DEAD
892  + TFL_FIRECHECK_DISTANCES
893  - TFL_FIRECHECK_LOS
894  + TFL_FIRECHECK_AIMDIST
895  + TFL_FIRECHECK_REALDIST
896  - TFL_FIRECHECK_ANGLEDIST
897  - TFL_FIRECHECK_TEAMCECK
898  + TFL_FIRECHECK_AFF
899  + TFL_FIRECHECK_AMMO_OWN
900  + TFL_FIRECHECK_AMMO_OTHER
901  + TFL_FIRECHECK_REFIRE
902 */
903
904 /**
905 ** Preforms pre-fire checks based on the uints firecheck_flags
906 **/
907 bool turret_firecheck(entity this)
908 {
909         // This one just dont care =)
910         if (this.firecheck_flags & TFL_FIRECHECK_NO)
911                 return true;
912
913         if (this.enemy == NULL)
914                 return false;
915
916         // Ready?
917         if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
918                 if (this.attack_finished_single[0] > time) return false;
919
920         // Special case: volly fire turret that has to fire a full volly if a shot was fired.
921         if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
922                 if (this.volly_counter != this.shot_volly)
923                         if(this.ammo >= this.shot_dmg)
924                                 return true;
925
926         // Lack of zombies makes shooting dead things unnecessary :P
927         if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
928                 if (IS_DEAD(this.enemy))
929                         return false;
930
931         // Own ammo?
932         if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
933                 if (this.ammo < this.shot_dmg)
934                         return false;
935
936         // Other's ammo? (support-supply units)
937         if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
938                 if (this.enemy.ammo >= this.enemy.ammo_max)
939                         return false;
940
941         // Target of opertunity?
942         if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
943         {
944                 this.enemy = this.tur_impactent;
945                 return true;
946         }
947
948         if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
949         {
950                 // To close?
951                 if (this.tur_dist_aimpos < this.target_range_min)
952                         if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
953                                 return true; // Target of opertunity?
954                         else
955                                 return false;
956         }
957
958         // Try to avoid FF?
959         if (this.firecheck_flags & TFL_FIRECHECK_AFF)
960                 if (this.tur_impactent.team == this.team)
961                         return false;
962
963         // aim<->predicted impact
964         if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
965                 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
966                         return false;
967
968         // Volly status
969         if (this.shot_volly > 1)
970                 if (this.volly_counter == this.shot_volly)
971                         if (this.ammo < (this.shot_dmg * this.shot_volly))
972                                 return false;
973
974         /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
975                 if(this.tur_impactent != this.enemy)
976                         return false;*/
977
978         return true;
979 }
980
981 bool turret_checkfire(entity this)
982 {
983         if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
984                 return M_ARGV(1, bool);
985
986         return this.turret_firecheckfunc(this);
987 }
988
989 void turret_fire(entity this)
990 {
991         if (autocvar_g_turrets_nofire != 0)
992                 return;
993
994         if(MUTATOR_CALLHOOK(TurretFire, this))
995                 return;
996
997         Turret info = get_turretinfo(this.m_id);
998         info.tr_attack(info, this);
999
1000         this.attack_finished_single[0] = time + this.shot_refire;
1001         this.ammo -= this.shot_dmg;
1002         this.volly_counter = this.volly_counter - 1;
1003
1004         if (this.volly_counter <= 0)
1005         {
1006                 this.volly_counter = this.shot_volly;
1007
1008                 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1009                         this.enemy = NULL;
1010
1011                 if (this.shot_volly > 1)
1012                         this.attack_finished_single[0] = time + this.shot_volly_refire;
1013         }
1014
1015 #ifdef TURRET_DEBUG
1016         if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1017 #endif
1018 }
1019
1020 void turret_think(entity this)
1021 {
1022         this.nextthink = time + this.ticrate;
1023
1024         MUTATOR_CALLHOOK(TurretThink, this);
1025
1026 #ifdef TURRET_DEBUG
1027         if (this.tur_debug_tmr1 < time)
1028         {
1029                 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1030                 paint_target(this,256,this.tur_debug_rvec,0.9);
1031                 this.tur_debug_tmr1 = time + 1;
1032         }
1033 #endif
1034
1035         // Handle ammo
1036         if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1037         if (this.ammo < this.ammo_max)
1038                 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1039
1040         // Inactive turrets needs to run the think loop,
1041         // So they can handle animation and wake up if need be.
1042         if(!this.active)
1043         {
1044                 turret_track(this);
1045                 return;
1046         }
1047
1048         // This is typicaly used for zaping every target in range
1049         // turret_fusionreactor uses this to recharge friendlys.
1050         if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1051         {
1052                 // Do a this.turret_fire for every valid target.
1053                 entity e = findradius(this.origin,this.target_range);
1054                 while (e)
1055                 {
1056                         if(e.takedamage)
1057                         {
1058                                 if (turret_validate_target(this,e,this.target_validate_flags))
1059                                 {
1060                                         this.enemy = e;
1061
1062                                         turret_do_updates(this);
1063
1064                                         if (turret_checkfire(this))
1065                                                 turret_fire(this);
1066                                 }
1067                         }
1068
1069                         e = e.chain;
1070                 }
1071                 this.enemy = NULL;
1072         }
1073         else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1074         {
1075                 // This one is doing something.. oddball. assume its handles what needs to be handled.
1076
1077                 // Predict?
1078                 if(!(this.aim_flags & TFL_AIM_NO))
1079                         this.tur_aimpos = turret_aim_generic(this);
1080
1081                 // Turn & pitch?
1082                 if(!(this.track_flags & TFL_TRACK_NO))
1083                         turret_track(this);
1084
1085                 turret_do_updates(this);
1086
1087                 // Fire?
1088                 if (turret_checkfire(this))
1089                         turret_fire(this);
1090         }
1091         else
1092         {
1093                 // Special case for volly always. if it fired once it must compleate the volly.
1094                 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1095                         if(this.volly_counter != this.shot_volly)
1096                         {
1097                                 // Predict or whatnot
1098                                 if(!(this.aim_flags & TFL_AIM_NO))
1099                                         this.tur_aimpos = turret_aim_generic(this);
1100
1101                                 // Turn & pitch
1102                                 if(!(this.track_flags & TFL_TRACK_NO))
1103                                         turret_track(this);
1104
1105                                 turret_do_updates(this);
1106
1107                                 // Fire!
1108                                 if (turret_checkfire(this))
1109                                         turret_fire(this);
1110
1111                                 Turret tur = get_turretinfo(this.m_id);
1112                                 tur.tr_think(tur, this);
1113
1114                                 return;
1115                         }
1116
1117                 // Check if we have a vailid enemy, and try to find one if we dont.
1118
1119                 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1120                 float do_target_scan = 0;
1121                 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1122                         do_target_scan = 1;
1123
1124                 // Old target (if any) invalid?
1125                 if(this.target_validate_time < time)
1126                 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1127                 {
1128                         this.enemy = NULL;
1129                         this.target_validate_time = time + 0.5;
1130                         do_target_scan = 1;
1131                 }
1132
1133                 // But never more often then g_turrets_targetscan_mindelay!
1134                 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1135                         do_target_scan = 0;
1136
1137                 if(do_target_scan)
1138                 {
1139                         this.enemy = turret_select_target(this);
1140                         this.target_select_time = time;
1141                 }
1142
1143                 // No target, just go to idle, do any custom stuff and bail.
1144                 if (this.enemy == NULL)
1145                 {
1146                         // Turn & pitch
1147                         if(!(this.track_flags & TFL_TRACK_NO))
1148                                 turret_track(this);
1149
1150                         Turret tur = get_turretinfo(this.m_id);
1151                         tur.tr_think(tur, this);
1152
1153                         // And bail.
1154                         return;
1155                 }
1156                 else
1157                         this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1158
1159                 // Predict?
1160                 if(!(this.aim_flags & TFL_AIM_NO))
1161                         this.tur_aimpos = turret_aim_generic(this);
1162
1163                 // Turn & pitch?
1164                 if(!(this.track_flags & TFL_TRACK_NO))
1165                         turret_track(this);
1166
1167                 turret_do_updates(this);
1168
1169                 // Fire?
1170                 if (turret_checkfire(this))
1171                         turret_fire(this);
1172         }
1173
1174         Turret tur = get_turretinfo(this.m_id);
1175         tur.tr_think(tur, this);
1176 }
1177
1178 /*
1179         When .used a turret switch team to activator.team.
1180         If activator is NULL, the turret go inactive.
1181 */
1182 void turret_use(entity this, entity actor, entity trigger)
1183 {
1184         LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1185
1186         this.team = actor.team;
1187
1188         if(this.team == 0)
1189                 this.active = ACTIVE_NOT;
1190         else
1191                 this.active = ACTIVE_ACTIVE;
1192
1193 }
1194
1195 void turret_link(entity this)
1196 {
1197         Net_LinkEntity(this, true, 0, turret_send);
1198         setthink(this, turret_think);
1199         this.nextthink = time;
1200         this.tur_head.effects = EF_NODRAW;
1201 }
1202
1203 void turrets_manager_think(entity this)
1204 {
1205         this.nextthink = time + 1;
1206
1207         if (autocvar_g_turrets_reloadcvars == 1)
1208         {
1209                 IL_EACH(g_turrets, true,
1210                 {
1211                         load_unit_settings(it, true);
1212                         Turret tur = get_turretinfo(it.m_id);
1213                         tur.tr_think(tur, it);
1214                 });
1215                 cvar_set("g_turrets_reloadcvars", "0");
1216         }
1217 }
1218
1219 void turret_initparams(entity tur)
1220 {
1221         #define TRY(x) (x) ? (x)
1222         tur.respawntime                 = max  (-1,              (TRY(tur.respawntime)               :  60                                         ));
1223         tur.shot_refire                 = bound(0.01,            (TRY(tur.shot_refire)               :  1                                          ), 9999);
1224         tur.shot_dmg                    = max  (1,               (TRY(tur.shot_dmg)                  :  tur.shot_refire * 50                       ));
1225         tur.shot_radius                 = max  (1,               (TRY(tur.shot_radius)               :  tur.shot_dmg * 0.5                         ));
1226         tur.shot_speed                  = max  (1,               (TRY(tur.shot_speed)                :  2500                                       ));
1227         tur.shot_spread                 = bound(0.0001,          (TRY(tur.shot_spread)               :  0.0125                                     ), 500);
1228         tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1229         tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
1230         tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
1231         tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), max_shot_distance);
1232         tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), max_shot_distance);
1233         tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), max_shot_distance);
1234         tur.aim_maxrotate               = bound(0,               (TRY(tur.aim_maxrotate)             :  90                                         ), 360);
1235         tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
1236         tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
1237         tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), max_shot_distance);
1238         tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
1239         tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
1240         tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
1241         tur.target_select_missilebias   = bound(-10,             (TRY(tur.target_select_missilebias) :  1                                          ), 10);
1242         tur.target_select_playerbias    = bound(-10,             (TRY(tur.target_select_playerbias)  :  1                                          ), 10);
1243         tur.ammo_max                    = max  (tur.shot_dmg,    (TRY(tur.ammo_max)                  :  tur.shot_dmg * 10                          ));
1244         tur.ammo_recharge               = max  (0,               (TRY(tur.ammo_recharge)             :  tur.shot_dmg * 0.5                         ));
1245         #undef TRY
1246 }
1247
1248 void turret_findtarget(entity this)
1249 {
1250         entity e = find(NULL, classname, "turret_manager");
1251         if(!e)
1252         {
1253                 e = new(turret_manager);
1254                 setthink(e, turrets_manager_think);
1255                 e.nextthink = time + 2;
1256         }
1257         
1258         entity targ = find(NULL, targetname, this.target);
1259         if(targ.classname == "turret_checkpoint")
1260                 return; // turrets don't defend checkpoints?
1261
1262         if (!targ)
1263         {
1264                 this.target = "";
1265                 LOG_TRACE("Turret has invalid defendpoint!");
1266         }
1267
1268         this.tur_defend = targ;
1269         this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1270 }
1271
1272 bool turret_initialize(entity this, Turret tur)
1273 {
1274         if(!autocvar_g_turrets)
1275                 return false;
1276
1277         if(tur.m_id == 0)
1278                 return false; // invalid turret
1279
1280         // if tur_head exists, we can assume this turret re-spawned
1281         if(!this.tur_head) {
1282                 tur.tr_precache(tur);
1283                 IL_PUSH(g_turrets, this);
1284                 IL_PUSH(g_bot_targets, this);
1285         }
1286
1287         if(!(this.spawnflags & TSF_SUSPENDED))
1288                 droptofloor(this);
1289
1290         this.netname = tur.netname;
1291         load_unit_settings(this, 0);
1292
1293         if(!this.team || !teamplay)             { this.team = FLOAT_MAX; }
1294         if(!this.ticrate)                               { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1295         if(!this.health)                                { this.health = 1000; }
1296         if(!this.shot_refire)                   { this.shot_refire = 1; }
1297         if(!this.tur_shotorg)                   { this.tur_shotorg = '50 0 50'; }
1298         if(!this.turret_flags)                  { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1299         if(!this.damage_flags)                  { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1300         if(!this.aim_flags)                             { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1301         if(!this.track_type)                    { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1302         if(!this.track_flags)                   { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1303         if(!this.ammo_flags)                    { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1304         if(!this.target_select_flags)   { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1305         if(!this.firecheck_flags)               { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1306                                                                                                                    | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1307
1308         if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1309         {
1310                 // Fluid / Ineria mode. Looks mutch nicer.
1311                 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1312
1313                 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1314
1315                 if(!this.track_accel_pitch)             { this.track_accel_pitch = 0.5; }
1316                 if(!this.track_accel_rotate)    { this.track_accel_rotate = 0.5; }
1317                 if(!this.track_blendrate)               { this.track_blendrate = 0.35; }
1318         }
1319
1320         turret_initparams(this);
1321
1322         this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1323
1324         if(this.turret_flags & TUR_FLAG_SPLASH)
1325                 this.aim_flags |= TFL_AIM_SPLASH;
1326
1327         if(this.turret_flags & TUR_FLAG_MISSILE)
1328                 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1329
1330         if(this.turret_flags & TUR_FLAG_PLAYER)
1331                 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1332
1333         if(this.spawnflags & TSL_NO_RESPAWN)
1334                 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1335
1336         if (this.turret_flags & TUR_FLAG_SUPPORT)
1337                 this.turret_score_target = turret_targetscore_support;
1338         else
1339                 this.turret_score_target = turret_targetscore_generic;
1340
1341         ++turret_count;
1342
1343         _setmodel(this, tur.model);
1344         setsize(this, tur.m_mins, tur.m_maxs);
1345
1346         this.m_id                                       = tur.m_id;
1347         this.classname                          = "turret_main";
1348         this.active                                     = ACTIVE_ACTIVE;
1349         this.effects                            = EF_NODRAW;
1350         this.netname                            = tur.turret_name;
1351         this.ticrate                            = bound(sys_frametime, this.ticrate, 60);
1352         this.max_health                         = this.health;
1353         this.target_validate_flags      = this.target_select_flags;
1354         this.ammo                                       = this.ammo_max;
1355         this.ammo_recharge                 *= this.ticrate;
1356         this.solid                                      = SOLID_BBOX;
1357         this.takedamage                         = DAMAGE_AIM;
1358         set_movetype(this, MOVETYPE_NOCLIP);
1359         this.view_ofs                           = '0 0 0';
1360         this.idle_aim                           = '0 0 0';
1361         this.turret_firecheckfunc       = turret_firecheck;
1362         this.event_damage                       = turret_damage;
1363         this.use                                        = turret_use;
1364         this.bot_attack                         = true;
1365         this.nextthink                          = time + 1;
1366         this.nextthink                     += turret_count * sys_frametime;
1367
1368         this.tur_head = new(turret_head);
1369         _setmodel(this.tur_head, tur.head_model);
1370         setsize(this.tur_head, '0 0 0', '0 0 0');
1371         setorigin(this.tur_head, '0 0 0');
1372         setattachment(this.tur_head, this, "tag_head");
1373
1374         this.tur_head.netname           = this.tur_head.classname;
1375         this.tur_head.team                      = this.team;
1376         this.tur_head.owner                     = this;
1377         this.tur_head.takedamage        = DAMAGE_NO;
1378         this.tur_head.solid                     = SOLID_NOT;
1379         set_movetype(this.tur_head, this.move_movetype);
1380
1381         this.weaponentities[0] = this; // lol
1382
1383         if(!this.tur_defend && this.target != "")
1384                 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1385
1386 #ifdef TURRET_DEBUG
1387         this.tur_debug_start = this.nextthink;
1388         while(vdist(this.tur_debug_rvec, <, 2))
1389                 this.tur_debug_rvec = randomvec() * 4;
1390
1391         this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1392         this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1393         this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1394 #endif
1395
1396         turret_link(this);
1397         turret_respawn(this);
1398         turret_tag_fire_update(this);
1399
1400         tur.tr_setup(tur, this);
1401
1402         if(MUTATOR_CALLHOOK(TurretSpawn, this))
1403                 return false;
1404
1405         return true;
1406 }
1407 #endif