]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/sv_turrets.qc
Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
index aa15989626cd7e60977fa3ddd99c1c023d6501ab..66b3f3dbb61d864a744a620845d809db1b32e0dc 100644 (file)
@@ -1,11 +1,9 @@
-// =========================
-//  SVQC Turret Properties
-// =========================
-
+#ifdef SVQC
+#include <server/autocvars.qh>
 
 // Generic aiming
 vector turret_aim_generic()
-{
+{SELFPARAM();
 
        vector pre_pos, prep;
        float distance, impact_time = 0, i, mintime;
@@ -15,7 +13,7 @@ vector turret_aim_generic()
        if(self.aim_flags & TFL_AIM_SIMPLE)
                return real_origin(self.enemy);
 
-       mintime = max(self.attack_finished_single - time,0) + sys_frametime;
+       mintime = max(self.attack_finished_single[0] - time,0) + sys_frametime;
 
        // Baseline
        pre_pos = real_origin(self.enemy);
@@ -25,20 +23,15 @@ vector turret_aim_generic()
        {
                if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE)           // Need to conpensate for shot traveltime
                {
-                       // FIXME: this cant be the best way to do this..
                        prep = pre_pos;
 
-                       for(i = 0; i < 4; ++i)
-                       {
-                               distance = vlen(prep - self.tur_shotorg);
-                               impact_time = distance / self.shot_speed;
-                               prep = pre_pos + self.enemy.velocity * impact_time;
-                       }
+                       distance = vlen(prep - self.tur_shotorg);
+                       impact_time = distance / self.shot_speed;
 
                        prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
 
                        if(self.aim_flags & TFL_AIM_ZPREDICT)
-                       if not(self.enemy.flags & FL_ONGROUND)
+                       if(!IS_ONGROUND(self.enemy))
                        if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
                        {
                                float vz;
@@ -126,7 +119,7 @@ float turret_targetscore_generic(entity _turret, entity _target)
                        (m_score * _turret.target_select_missilebias) +
                        (p_score * _turret.target_select_playerbias);
 
-       if(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target)))
+       if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
        {
                //dprint("Wtf?\n");
                score *= 0.001;
@@ -171,15 +164,14 @@ float turret_targetscore_generic(entity _turret, entity _target)
 }
 
 // Generic damage handling
-void() turret_respawn;
-void turret_hide()
+void turret_hide(entity this)
 {
        self.effects   |= EF_NODRAW;
        self.nextthink = time + self.respawntime - 0.2;
-       self.think       = turret_respawn;
+       setthink(self, turret_respawn);
 }
 
-void turret_die()
+void turret_die(entity this)
 {
        self.deadflag             = DEAD_DEAD;
        self.tur_head.deadflag = self.deadflag;
@@ -196,9 +188,10 @@ void turret_die()
 // Go boom
        //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
 
+       Turret tur = get_turretinfo(self.m_id);
        if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
        {
-               TUR_ACTION(self.turretid, TR_DEATH);
+               tur.tr_death(tur, self);
 
                remove(self.tur_head);
                remove(self);
@@ -208,63 +201,58 @@ void turret_die()
                // Setup respawn
                self.SendFlags    |= TNSF_STATUS;
                self.nextthink   = time + 0.2;
-               self.think               = turret_hide;
+               setthink(self, turret_hide);
 
-               TUR_ACTION(self.turretid, TR_DEATH);
+               tur.tr_death(tur, self);
        }
 }
 
-void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
 {
-       // Enougth allready!
-       if(self.deadflag == DEAD_DEAD)
+       // Enough already!
+       if(this.deadflag == DEAD_DEAD)
                return;
 
        // Inactive turrets take no damage. (hm..)
-       if not (self.active)
+       if(!this.active)
                return;
 
-       if (teamplay)
-       if (self.team == attacker.team)
+       if(SAME_TEAM(this, attacker))
        {
-               // This does not happen anymore. Re-enable if you fix that.
-               if(IS_REAL_CLIENT(attacker))
-                       sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
-
                if(autocvar_g_friendlyfire)
                        damage = damage * autocvar_g_friendlyfire;
                else
                        return;
        }
 
-       self.health -= damage;
+       this.health -= damage;
 
        // thorw head slightly off aim when hit?
-       if (self.damage_flags & TFL_DMG_HEADSHAKE)
+       if (this.damage_flags & TFL_DMG_HEADSHAKE)
        {
-               self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
-               self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
+               this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
+               this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
 
-               self.SendFlags  |= TNSF_ANG;
+               this.SendFlags  |= TNSF_ANG;
        }
 
-       if (self.turret_flags & TUR_FLAG_MOVE)
-               self.velocity = self.velocity + vforce;
+       if (this.turret_flags & TUR_FLAG_MOVE)
+               this.velocity = this.velocity + vforce;
 
-       if (self.health <= 0)
+       if (this.health <= 0)
        {
-               self.event_damage                 = func_null;
-               self.tur_head.event_damage = func_null;
-               self.takedamage                  = DAMAGE_NO;
-               self.nextthink = time;
-               self.think = turret_die;
+               this.event_damage                 = func_null;
+               this.tur_head.event_damage = func_null;
+               this.takedamage                  = DAMAGE_NO;
+               this.nextthink = time;
+               setthink(this, turret_die);
        }
 
-       self.SendFlags  |= TNSF_STATUS;
+       this.SendFlags  |= TNSF_STATUS;
 }
 
-void() turret_think;
-void turret_respawn()
+void turret_think(entity this);
+void turret_respawn(entity this)
 {
        // Make sure all parts belong to the same team since
        // this function doubles as "teamchange" function.
@@ -284,11 +272,12 @@ void turret_respawn()
        self.ammo                                       = self.ammo_max;
 
        self.nextthink = time + self.ticrate;
-       self.think       = turret_think;
+       setthink(self, turret_think);
 
        self.SendFlags = TNSF_FULL_UPDATE;
-       
-       TUR_ACTION(self.turretid, TR_SETUP);
+
+       Turret tur = get_turretinfo(self.m_id);
+       tur.tr_setup(tur, self);
 }
 
 
@@ -296,7 +285,7 @@ void turret_respawn()
 #define cvar_base "g_turrets_unit_"
 .float clientframe;
 void turrets_setframe(float _frame, float client_only)
-{
+{SELFPARAM();
        if((client_only ? self.clientframe : self.frame ) != _frame)
        {
                self.SendFlags |= TNSF_ANIM;
@@ -310,14 +299,14 @@ void turrets_setframe(float _frame, float client_only)
 
 }
 
-float turret_send(entity to, float sf)
+bool turret_send(entity this, entity to, float sf)
 {
 
-       WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
        WriteByte(MSG_ENTITY, sf);
        if(sf & TNSF_SETUP)
        {
-               WriteByte(MSG_ENTITY, self.turretid);
+               WriteByte(MSG_ENTITY, self.m_id);
 
                WriteCoord(MSG_ENTITY, self.origin_x);
                WriteCoord(MSG_ENTITY, self.origin_y);
@@ -368,23 +357,24 @@ float turret_send(entity to, float sf)
                        WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
        }
 
-       return TRUE;
+       return true;
 }
 
-void load_unit_settings(entity ent, string unitname, float is_reload)
-{
+void load_unit_settings(entity ent, bool is_reload)
+{SELFPARAM();
+       string unitname = ent.netname;
        string sbase;
 
        if (ent == world)
                return;
 
-       if not (ent.turret_scale_damage)        ent.turret_scale_damage = 1;
-       if not (ent.turret_scale_range)  ent.turret_scale_range  = 1;
-       if not (ent.turret_scale_refire)        ent.turret_scale_refire = 1;
-       if not (ent.turret_scale_ammo)    ent.turret_scale_ammo = 1;
-       if not (ent.turret_scale_aim)      ent.turret_scale_aim  = 1;
-       if not (ent.turret_scale_health)        ent.turret_scale_health = 1;
-       if not (ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
+       if(!ent.turret_scale_damage)    ent.turret_scale_damage = 1;
+       if(!ent.turret_scale_range)             ent.turret_scale_range  = 1;
+       if(!ent.turret_scale_refire)    ent.turret_scale_refire = 1;
+       if(!ent.turret_scale_ammo)              ent.turret_scale_ammo   = 1;
+       if(!ent.turret_scale_aim)               ent.turret_scale_aim     = 1;
+       if(!ent.turret_scale_health)    ent.turret_scale_health = 1;
+       if(!ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
 
        sbase = strcat(cvar_base,unitname);
        if (is_reload)
@@ -431,43 +421,46 @@ void load_unit_settings(entity ent, string unitname, float is_reload)
        ent.track_accel_rotate  = cvar(strcat(sbase,"_track_accel_rot"));
        ent.track_blendrate  = cvar(strcat(sbase,"_track_blendrate"));
 
-       if(is_reload)
-               TUR_ACTION(self.turretid, TR_SETUP);
+       if(is_reload) {
+               Turret tur = get_turretinfo(self.m_id);
+               tur.tr_setup(tur, self);
+       }
 }
 
-void turret_projectile_explode()
+void turret_projectile_explode(entity this)
 {
 
        self.takedamage = DAMAGE_NO;
        self.event_damage = func_null;
 #ifdef TURRET_DEBUG
        float d;
-       d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+       d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
        self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
        self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
 #else
-       RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+       RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
 #endif
        remove(self);
 }
 
-void turret_projectile_touch()
+void turret_projectile_touch(entity this)
 {
        PROJECTILE_TOUCH;
-       turret_projectile_explode();
+       turret_projectile_explode(this);
 }
 
-void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
 {
-       self.velocity  += vforce;
-       self.health     -= damage;
-       //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
+       this.velocity  += vforce;
+       this.health     -= damage;
+       //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+       if(this.health <= 0)
+               W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
 }
 
-entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
-{
+entity turret_projectile(Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
+{SELFPARAM();
+    TC(Sound, _snd);
        entity proj;
 
        sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
@@ -476,10 +469,10 @@ entity turret_projectile(string _snd, float _size, float _health, float _death,
        setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
        proj.owner                = self;
        proj.realowner    = self;
-       proj.bot_dodge    = TRUE;
+       proj.bot_dodge    = true;
        proj.bot_dodgerating = self.shot_dmg;
-       proj.think                = turret_projectile_explode;
-       proj.touch                = turret_projectile_touch;
+       setthink(proj, turret_projectile_explode);
+       settouch(proj, turret_projectile_touch);
        proj.nextthink    = time + 9;
        proj.movetype           = MOVETYPE_FLYMISSILE;
        proj.velocity           = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
@@ -507,40 +500,32 @@ entity turret_projectile(string _snd, float _size, float _health, float _death,
 **/
 void turret_do_updates(entity t_turret)
 {
-       vector enemy_pos;
-       entity oldself;
-
-       oldself = self;
-       self = t_turret;
+       vector enemy_pos = real_origin(t_turret.enemy);
 
-       enemy_pos = real_origin(self.enemy);
+       WITHSELF(t_turret, turret_tag_fire_update());
 
-       turret_tag_fire_update();
+       t_turret.tur_shotdir_updated = v_forward;
+       t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
+       t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
 
-       self.tur_shotdir_updated = v_forward;
-       self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
-       self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
-
-       /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
+       /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
        {
-               oldpos = self.enemy.origin;
-               setorigin(self.enemy, self.tur_aimpos);
-               tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
-               setorigin(self.enemy, oldpos);
+               oldpos = t_turret.enemy.origin;
+               setorigin(t_turret.enemy, t_turret.tur_aimpos);
+               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);
+               setorigin(t_turret.enemy, oldpos);
 
-               if(trace_ent == self.enemy)
-                       self.tur_dist_impact_to_aimpos = 0;
+               if(trace_ent == t_turret.enemy)
+                       t_turret.tur_dist_impact_to_aimpos = 0;
                else
-                       self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
+                       t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
        }
        else*/
-               tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
-
-       self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
-       self.tur_impactent                       = trace_ent;
-       self.tur_impacttime                     = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
+               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);
 
-       self = oldself;
+       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);
+       t_turret.tur_impactent                   = trace_ent;
+       t_turret.tur_impacttime                 = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
 }
 
 /**
@@ -549,7 +534,7 @@ void turret_do_updates(entity t_turret)
 **/
 .float turret_framecounter;
 void turret_track()
-{
+{SELFPARAM();
        vector target_angle; // This is where we want to aim
        vector move_angle;   // This is where we can aim
        float f_tmp;
@@ -560,7 +545,7 @@ void turret_track()
        if (self.track_flags == TFL_TRACK_NO)
                return;
 
-       if not (self.active)
+       if(!self.active)
                target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
        else if (self.enemy == world)
        {
@@ -706,18 +691,20 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
        //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
        //      return -0.5;
 
+       if(!e_target)
+               return -2;
+
        if(e_target.owner == e_turret)
                return -0.5;
 
-       if not(checkpvs(e_target.origin, e_turret))
+       if(!checkpvs(e_target.origin, e_turret))
                return -1;
 
-       if not (e_target)
-               return -2;
+       if(e_target.alpha <= 0.3)
+               return -1;
 
-       if(g_onslaught)
-               if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
-                       return - 3;
+       if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
+               return ret_float;
 
        if (validate_flags & TFL_TARGETSELECT_NO)
                return -4;
@@ -727,21 +714,23 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
                return -5;
 
        // Cant touch this
-       if(e_target.vehicle_flags & VHF_ISVEHICLE)
+       if(IS_VEHICLE(e_target))
        {
                if (e_target.vehicle_health <= 0)
                        return -6;
        }
        else if (e_target.health <= 0)
                return -6;
+       else if(STAT(FROZEN, e_target) > 0)
+               return -6;
 
        // player
        if (IS_CLIENT(e_target))
        {
-               if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
+               if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
                        return -7;
 
-               if (e_target.deadflag != DEAD_NO)
+               if (IS_DEAD(e_target))
                        return -8;
        }
 
@@ -753,12 +742,12 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
 
        // Missile
        if (e_target.flags & FL_PROJECTILE)
-               if not (validate_flags & TFL_TARGETSELECT_MISSILES)
-                       return -10;
+       if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
+               return -10;
 
        if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
-               if not (e_target.flags & FL_PROJECTILE)
-                       return -10.5;
+       if(!(e_target.flags & FL_PROJECTILE))
+               return -10.5;
 
        // Team check
        if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
@@ -822,7 +811,7 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
 
                traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
 
-               if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
+               if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
                        return -19;
        }
 
@@ -835,14 +824,14 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
        */
 
 #ifdef TURRET_DEBUG_TARGETSELECT
-       dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
+       LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
 #endif
 
        return 1;
 }
 
 entity turret_select_target()
-{
+{SELFPARAM();
        entity e;               // target looper entity
        float  score;   // target looper entity score
        entity e_enemy;  // currently best scoreing target
@@ -909,7 +898,7 @@ entity turret_select_target()
 ** Preforms pre-fire checks based on the uints firecheck_flags
 **/
 float turret_firecheck()
-{
+{SELFPARAM();
        // This one just dont care =)
        if (self.firecheck_flags & TFL_FIRECHECK_NO)
                return 1;
@@ -919,7 +908,7 @@ float turret_firecheck()
 
        // Ready?
        if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
-               if (self.attack_finished_single > time) return 0;
+               if (self.attack_finished_single[0] > time) return 0;
 
        // Special case: volly fire turret that has to fire a full volly if a shot was fired.
        if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
@@ -929,7 +918,7 @@ float turret_firecheck()
 
        // Lack of zombies makes shooting dead things unnecessary :P
        if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
-               if (self.enemy.deadflag != DEAD_NO)
+               if (IS_DEAD(self.enemy))
                        return 0;
 
        // Own ammo?
@@ -982,14 +971,27 @@ float turret_firecheck()
        return 1;
 }
 
+bool turret_checkfire()
+{SELFPARAM();
+       bool ret = false; // dummy
+       if(MUTATOR_CALLHOOK(Turret_CheckFire, ret))
+               return ret_bool;
+
+       return self.turret_firecheckfunc();
+}
+
 void turret_fire()
-{
+{SELFPARAM();
        if (autocvar_g_turrets_nofire != 0)
                return;
-               
-       TUR_ACTION(self.turretid, TR_ATTACK);
 
-       self.attack_finished_single = time + self.shot_refire;
+       if(MUTATOR_CALLHOOK(TurretFire, self))
+               return;
+
+       Turret info = get_turretinfo(self.m_id);
+       info.tr_attack(info, self);
+
+       self.attack_finished_single[0] = time + self.shot_refire;
        self.ammo -= self.shot_dmg;
        self.volly_counter = self.volly_counter - 1;
 
@@ -1001,7 +1003,7 @@ void turret_fire()
                        self.enemy = world;
 
                if (self.shot_volly > 1)
-                       self.attack_finished_single = time + self.shot_volly_refire;
+                       self.attack_finished_single[0] = time + self.shot_volly_refire;
        }
 
 #ifdef TURRET_DEBUG
@@ -1009,26 +1011,11 @@ void turret_fire()
 #endif
 }
 
-void turret_think()
+void turret_think(entity this)
 {
-       entity e;
-
        self.nextthink = time + self.ticrate;
 
-       // ONS uses somewhat backwards linking.
-       if (teamplay)
-       {
-               if (g_onslaught)
-                       if (self.target)
-                       {
-                               e = find(world, targetname,self.target);
-                               if (e != world)
-                                       self.team = e.team;
-                       }
-
-               if (self.team != self.tur_head.team)
-                       turret_respawn();
-       }
+       MUTATOR_CALLHOOK(TurretThink, self);
 
 #ifdef TURRET_DEBUG
        if (self.tur_debug_tmr1 < time)
@@ -1040,13 +1027,13 @@ void turret_think()
 #endif
 
        // Handle ammo
-       if not (self.spawnflags & TSF_NO_AMMO_REGEN)
+       if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
        if (self.ammo < self.ammo_max)
                self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
 
        // Inactive turrets needs to run the think loop,
        // So they can handle animation and wake up if need be.
-       if not (self.active)
+       if(!self.active)
        {
                turret_track();
                return;
@@ -1057,7 +1044,7 @@ void turret_think()
        if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
        {
                // Do a self.turret_fire for every valid target.
-               e = findradius(self.origin,self.target_range);
+               entity e = findradius(self.origin,self.target_range);
                while (e)
                {
                        if(e.takedamage)
@@ -1068,7 +1055,7 @@ void turret_think()
 
                                        turret_do_updates(self);
 
-                                       if (self.turret_firecheckfunc())
+                                       if (turret_checkfire())
                                                turret_fire();
                                }
                        }
@@ -1082,17 +1069,17 @@ void turret_think()
                // This one is doing something.. oddball. assume its handles what needs to be handled.
 
                // Predict?
-               if not(self.aim_flags & TFL_AIM_NO)
+               if(!(self.aim_flags & TFL_AIM_NO))
                        self.tur_aimpos = turret_aim_generic();
 
                // Turn & pitch?
-               if not(self.track_flags & TFL_TRACK_NO)
+               if(!(self.track_flags & TFL_TRACK_NO))
                        turret_track();
 
                turret_do_updates(self);
 
                // Fire?
-               if (self.turret_firecheckfunc())
+               if (turret_checkfire())
                        turret_fire();
        }
        else
@@ -1102,20 +1089,21 @@ void turret_think()
                        if(self.volly_counter != self.shot_volly)
                        {
                                // Predict or whatnot
-                               if not(self.aim_flags & TFL_AIM_NO)
+                               if(!(self.aim_flags & TFL_AIM_NO))
                                        self.tur_aimpos = turret_aim_generic();
 
                                // Turn & pitch
-                               if not(self.track_flags & TFL_TRACK_NO)
+                               if(!(self.track_flags & TFL_TRACK_NO))
                                        turret_track();
 
                                turret_do_updates(self);
 
                                // Fire!
-                               if (self.turret_firecheckfunc() != 0)
+                               if (turret_checkfire())
                                        turret_fire();
-                                       
-                               TUR_ACTION(self.turretid, TR_THINK);
+
+                               Turret tur = get_turretinfo(self.m_id);
+                               tur.tr_think(tur, self);
 
                                return;
                        }
@@ -1150,10 +1138,11 @@ void turret_think()
                if (self.enemy == world)
                {
                        // Turn & pitch
-                       if not(self.track_flags & TFL_TRACK_NO)
+                       if(!(self.track_flags & TFL_TRACK_NO))
                                turret_track();
-                               
-                       TUR_ACTION(self.turretid, TR_THINK);
+
+                       Turret tur = get_turretinfo(self.m_id);
+                       tur.tr_think(tur, self);
 
                        // And bail.
                        return;
@@ -1162,175 +1151,178 @@ void turret_think()
                        self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
 
                // Predict?
-               if not(self.aim_flags & TFL_AIM_NO)
+               if(!(self.aim_flags & TFL_AIM_NO))
                        self.tur_aimpos = turret_aim_generic();
 
                // Turn & pitch?
-               if not(self.track_flags & TFL_TRACK_NO)
+               if(!(self.track_flags & TFL_TRACK_NO))
                        turret_track();
 
                turret_do_updates(self);
 
                // Fire?
-               if (self.turret_firecheckfunc())
+               if (turret_checkfire())
                        turret_fire();
        }
 
-       TUR_ACTION(self.turretid, TR_THINK);
+       Turret tur = get_turretinfo(self.m_id);
+       tur.tr_think(tur, self);
 }
 
 /*
        When .used a turret switch team to activator.team.
        If activator is world, the turret go inactive.
 */
-void turret_use()
+void turret_use(entity this, entity actor, entity trigger)
 {
-       dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
+       LOG_TRACE("Turret ",this.netname, " used by ", actor.classname, "\n");
 
-       self.team = activator.team;
+       this.team = actor.team;
 
-       if(self.team == 0)
-               self.active = ACTIVE_NOT;
+       if(this.team == 0)
+               this.active = ACTIVE_NOT;
        else
-               self.active = ACTIVE_ACTIVE;
+               this.active = ACTIVE_ACTIVE;
 
 }
 
 void turret_link()
-{
-       Net_LinkEntity(self, TRUE, 0, turret_send);
-       self.think       = turret_think;
+{SELFPARAM();
+       Net_LinkEntity(self, true, 0, turret_send);
+       setthink(self, turret_think);
        self.nextthink = time;
        self.tur_head.effects = EF_NODRAW;
 }
 
-void turrets_manager_think()
+void turrets_manager_think(entity this)
 {
-       self.nextthink = time + 1;
+       this.nextthink = time + 1;
 
-       entity e;
        if (autocvar_g_turrets_reloadcvars == 1)
        {
-               e = nextent(world);
-               while (e)
-               {
-                       if (e.turret_flags & TUR_FLAG_ISTURRET)
-                       {
-                               load_unit_settings(e,e.cvar_basename,1);
-                               TUR_ACTION(self.turretid, TR_THINK);
-                       }
-
-                       e = nextent(e);
-               }
-               cvar_set("g_turrets_reloadcvars","0");
+               FOREACH_ENTITY(IS_TURRET(it), {
+                       load_unit_settings(it, true);
+                       Turret tur = get_turretinfo(it.m_id);
+                       tur.tr_think(tur, it);
+               });
+               cvar_set("g_turrets_reloadcvars", "0");
        }
 }
 
-float turret_initialize(float tur_id)
+void turret_initparams(entity tur)
 {
-       if not(autocvar_g_turrets)
-               return FALSE;
+       #define TRY(x) (x) ? (x)
+       tur.respawntime                 = max  (-1,              (TRY(tur.respawntime)               :  60                                         ));
+       tur.shot_refire                 = bound(0.01,            (TRY(tur.shot_refire)               :  1                                          ), 9999);
+       tur.shot_dmg                    = max  (1,               (TRY(tur.shot_dmg)                  :  tur.shot_refire * 50                       ));
+       tur.shot_radius                 = max  (1,               (TRY(tur.shot_radius)               :  tur.shot_dmg * 0.5                         ));
+       tur.shot_speed                  = max  (1,               (TRY(tur.shot_speed)                :  2500                                       ));
+       tur.shot_spread                 = bound(0.0001,          (TRY(tur.shot_spread)               :  0.0125                                     ), 500);
+       tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
+       tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
+       tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
+       tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), MAX_SHOT_DISTANCE);
+       tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), MAX_SHOT_DISTANCE);
+       tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), MAX_SHOT_DISTANCE);
+       tur.aim_maxrotate               = bound(0,               (TRY(tur.aim_maxrotate)             :  90                                         ), 360);
+       tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
+       tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
+       tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), MAX_SHOT_DISTANCE);
+       tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
+       tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
+       tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
+       tur.target_select_missilebias   = bound(-10,             (TRY(tur.target_select_missilebias) :  1                                          ), 10);
+       tur.target_select_playerbias    = bound(-10,             (TRY(tur.target_select_playerbias)  :  1                                          ), 10);
+       tur.ammo_max                    = max  (tur.shot_dmg,    (TRY(tur.ammo_max)                  :  tur.shot_dmg * 10                          ));
+       tur.ammo_recharge               = max  (0,               (TRY(tur.ammo_recharge)             :  tur.shot_dmg * 0.5                         ));
+       #undef TRY
+}
+
+float turret_initialize(Turret tur)
+{SELFPARAM();
+       if(!autocvar_g_turrets)
+               return false;
 
-       entity e;
-       entity tur = get_turretinfo(tur_id);
-       if(tur.turretid == 0)
-               return FALSE; // invalid turret
+       if(tur.m_id == 0)
+               return false; // invalid turret
 
-       e = find(world, classname, "turret_manager");
-       if not (e)
+       // if tur_head exists, we can assume this turret re-spawned
+       if(!self.tur_head) {
+               tur.tr_precache(tur);
+       }
+
+       entity e = find(world, classname, "turret_manager");
+       if(!e)
        {
-               e = spawn();
-               e.classname = "turret_manager";
-               e.think = turrets_manager_think;
+               e = new(turret_manager);
+               setthink(e, turrets_manager_think);
                e.nextthink = time + 2;
        }
 
-       if not(self.spawnflags & TSF_SUSPENDED)
+       if(!(self.spawnflags & TSF_SUSPENDED))
                builtin_droptofloor();
 
-       self.cvar_basename = tur.cvar_basename;
-       load_unit_settings(self, self.cvar_basename, 0);
-       
-       if not(self.team || teamplay)   { self.team = MAX_SHOT_DISTANCE; }
-       if not(self.ticrate)                    { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
-       if not(self.health)                     { self.health = 1000; }
-       if not(self.shot_refire)                { self.shot_refire = 1; }
-       if not(self.tur_shotorg)                { self.tur_shotorg = '50 0 50'; }
-       if not(self.turret_flags)               { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
-       if not(self.damage_flags)               { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
-       if not(self.aim_flags)                  { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
-       if not(self.track_type)                 { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
-       if not(self.track_flags)                { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
-       if not(self.ammo_flags)                 { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
-       if not(self.target_select_flags){ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
-       if not(self.firecheck_flags)    { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
+       self.netname = tur.netname;
+       load_unit_settings(self, 0);
+
+       if(!self.team || !teamplay)             { self.team = MAX_SHOT_DISTANCE; }
+       if(!self.ticrate)                               { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
+       if(!self.health)                                { self.health = 1000; }
+       if(!self.shot_refire)                   { self.shot_refire = 1; }
+       if(!self.tur_shotorg)                   { self.tur_shotorg = '50 0 50'; }
+       if(!self.turret_flags)                  { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
+       if(!self.damage_flags)                  { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
+       if(!self.aim_flags)                             { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
+       if(!self.track_type)                    { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
+       if(!self.track_flags)                   { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
+       if(!self.ammo_flags)                    { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
+       if(!self.target_select_flags)   { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
+       if(!self.firecheck_flags)               { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
                                                                                                                   | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
-                                                                                                                  
+
        if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
        {
                // Fluid / Ineria mode. Looks mutch nicer.
                // Can reduce aim preformance alot, needs a bit diffrent aimspeed
-               
+
                self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
-               
-               if not(self.track_accel_pitch)  { self.track_accel_pitch = 0.5; }
-               if not(self.track_accel_rotate)         { self.track_accel_rotate = 0.5; }
-               if not(self.track_blendrate)    { self.track_blendrate = 0.35; }
+
+               if(!self.track_accel_pitch)             { self.track_accel_pitch = 0.5; }
+               if(!self.track_accel_rotate)    { self.track_accel_rotate = 0.5; }
+               if(!self.track_blendrate)               { self.track_blendrate = 0.35; }
        }
-       
-       self.respawntime                                = max(-1, ((!self.respawntime) ? 60 : self.respawntime));
-       self.shot_refire                                = bound(0.01, ((!self.shot_refire) ? 1 : self.shot_refire), 9999);
-       self.shot_dmg                                   = max(1, ((!self.shot_dmg) ? self.shot_refire * 50 : self.shot_dmg));
-       self.shot_radius                                = max(1, ((!self.shot_radius) ? self.shot_dmg * 0.5 : self.shot_radius));
-       self.shot_speed                                 = max(1, ((!self.shot_speed) ? 2500 : self.shot_speed));
-       self.shot_spread                                = bound(0.0001, ((!self.shot_spread) ? 0.0125 : self.shot_spread), 500);
-       self.shot_force                                 = bound(0.001, ((!self.shot_force) ? self.shot_dmg * 0.5 + self.shot_radius * 0.5 : self.shot_force), 5000);
-       self.shot_volly                                 = bound(1, ((!self.shot_volly) ? 1 : self.shot_volly), floor(self.ammo_max / self.shot_dmg));
-       self.shot_volly_refire                  = bound(self.shot_refire, ((!self.shot_volly_refire) ? self.shot_refire * self.shot_volly : self.shot_volly_refire), 60);
-       self.target_range                               = bound(0, ((!self.target_range) ? self.shot_speed * 0.5 : self.target_range), MAX_SHOT_DISTANCE);
-       self.target_range_min                   = bound(0, ((!self.target_range_min) ? self.shot_radius * 2 : self.target_range_min), MAX_SHOT_DISTANCE);
-       self.target_range_optimal               = bound(0, ((!self.target_range_optimal) ? self.target_range * 0.5 : self.target_range_optimal), MAX_SHOT_DISTANCE);
-       self.aim_maxrotate                              = bound(0, ((!self.aim_maxrotate) ? 90 : self.aim_maxrotate), 360);
-       self.aim_maxpitch                               = bound(0, ((!self.aim_maxpitch) ? 20 : self.aim_maxpitch), 90);
-       self.aim_speed                                  = bound(0.1, ((!self.aim_speed) ? 36 : self.aim_speed), 1000);
-       self.aim_firetolerance_dist     = bound(0.1, ((!self.aim_firetolerance_dist) ? 5 + (self.shot_radius * 2) : self.aim_firetolerance_dist), MAX_SHOT_DISTANCE);
-       self.target_select_rangebias    = bound(-10, ((!self.target_select_rangebias) ? 1 : self.target_select_rangebias), 10);
-       self.target_select_samebias     = bound(-10, ((!self.target_select_samebias) ? 1 : self.target_select_samebias), 10);
-       self.target_select_anglebias    = bound(-10, ((!self.target_select_anglebias) ? 1 : self.target_select_anglebias), 10);
-       self.target_select_missilebias  = bound(-10, ((!self.target_select_missilebias) ? 1 : self.target_select_missilebias), 10);
-       self.target_select_playerbias   = bound(-10, ((!self.target_select_playerbias) ? 1 : self.target_select_playerbias), 10);
-       self.ammo_max                                   = max(self.shot_dmg, ((!self.ammo_max) ? self.shot_dmg * 10 : self.ammo_max));
-       self.ammo_recharge                              = max(0, ((!self.ammo_recharge) ? self.shot_dmg * 0.5 : self.ammo_recharge));
-       
+
+       turret_initparams(self);
+
        self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
-       
+
        if(self.turret_flags & TUR_FLAG_SPLASH)
                self.aim_flags |= TFL_AIM_SPLASH;
-               
+
        if(self.turret_flags & TUR_FLAG_MISSILE)
                self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
 
        if(self.turret_flags & TUR_FLAG_PLAYER)
                self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
-               
+
        if(self.spawnflags & TSL_NO_RESPAWN)
                self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
-               
+
        if (self.turret_flags & TUR_FLAG_SUPPORT)
                self.turret_score_target = turret_targetscore_support;
        else
                self.turret_score_target = turret_targetscore_generic;
-               
+
        ++turret_count;
-               
-       setmodel(self, tur.model);
+
+       _setmodel(self, tur.model);
        setsize(self, tur.mins, tur.maxs);
-       
-       self.turretid                           = tur_id;
+
+       self.m_id                                       = tur.m_id;
        self.classname                          = "turret_main";
        self.active                                     = ACTIVE_ACTIVE;
        self.effects                            = EF_NODRAW;
-       self.netname                            = TUR_NAME(tur_id);
+       self.netname                            = tur.turret_name;
        self.ticrate                            = bound(sys_frametime, self.ticrate, 60);
        self.max_health                         = self.health;
        self.target_validate_flags      = self.target_select_flags;
@@ -1343,42 +1335,42 @@ float turret_initialize(float tur_id)
        self.turret_firecheckfunc       = turret_firecheck;
        self.event_damage                       = turret_damage;
        self.use                                        = turret_use;
-       self.bot_attack                         = TRUE;
+       self.bot_attack                         = true;
        self.nextthink                          = time + 1;
        self.nextthink                     += turret_count * sys_frametime;
-       
-       self.tur_head = spawn();
-       setmodel(self.tur_head, tur.head_model);
+
+       self.tur_head = new(turret_head);
+       _setmodel(self.tur_head, tur.head_model);
        setsize(self.tur_head, '0 0 0', '0 0 0');
        setorigin(self.tur_head, '0 0 0');
        setattachment(self.tur_head, self, "tag_head");
-       
-       self.tur_head.netname           = self.tur_head.classname = "turret_head";
+
+       self.tur_head.netname           = self.tur_head.classname;
        self.tur_head.team                      = self.team;
        self.tur_head.owner                     = self;
        self.tur_head.takedamage        = DAMAGE_NO;
        self.tur_head.solid                     = SOLID_NOT;
        self.tur_head.movetype          = self.movetype;
-       
-       if not(self.tur_defend)
+
+       if(!self.tur_defend)
        if(self.target != "")
        {
                self.tur_defend = find(world, targetname, self.target);
                if (self.tur_defend == world)
                {
                        self.target = "";
-                       dprint("Turret has invalid defendpoint!\n");
+                       LOG_TRACE("Turret has invalid defendpoint!\n");
                }
        }
-       
+
        if (self.tur_defend)
                self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
        else
                self.idle_aim = '0 0 0';
-               
+
 #ifdef TURRET_DEBUG
        self.tur_debug_start = self.nextthink;
-       while (vlen(self.tur_debug_rvec) < 2)
+       while(vdist(self.tur_debug_rvec, <, 2))
                self.tur_debug_rvec = randomvec() * 4;
 
        self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x);
@@ -1387,13 +1379,14 @@ float turret_initialize(float tur_id)
 #endif
 
        turret_link();
-       turret_respawn();
+       turret_respawn(self);
        turret_tag_fire_update();
-       
-       TUR_ACTION(tur_id, TR_SETUP);
-       
-       if(MUTATOR_CALLHOOK(TurretSpawn))
-               return FALSE;
-
-       return TRUE;
-}
\ No newline at end of file
+
+       tur.tr_setup(tur, self);
+
+       if(MUTATOR_CALLHOOK(TurretSpawn, self))
+               return false;
+
+       return true;
+}
+#endif