float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
{
vector v_tmp;
+
+ turret_target = e_target;
+ turret_flags = validate_flags;
+ turret = e_turret;
+ if(MUTATOR_CALLHOOK(TurretValidateTarget))
+ return 1;
+ e_target = turret_target;
+ e_turret = turret;
//if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
// return -0.5;
if not (self.health)
self.health = 1000;
self.tur_health = max(1, self.health);
+ self.max_health = self.tur_health;
+ self.bot_attack = TRUE;
+ self.monster_attack = TRUE;
if not (self.turrcaps_flags)
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
self.turret_score_target = turret_stdproc_targetscore_generic;
self.use = turret_stdproc_use;
- self.bot_attack = TRUE;
++turret_count;
self.nextthink = time + 1;