float turret_stdproc_targetscore_support(entity _turret,entity _target)
{
float score; // Total score
- float s_score, d_score;
+ float s_score = 0, d_score;
if (_turret.enemy == _target) s_score = 1;
float score; // Total score
float d_score; // Distance score
float a_score; // Angular score
- float m_score; // missile score
- float p_score; // player score
+ float m_score = 0; // missile score
+ float p_score = 0; // player score
float ikr; // ideal kill range
if (_turret.tur_defend)
if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
m_score = 1;
- if ((_turret.target_select_playerbias > 0) && (_target.flags & FL_CLIENT))
+ if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
p_score = 1;
d_score = max(d_score, 0);