+#ifndef SV_TURRETS_H
+#define SV_TURRETS_H
+
+entity turret_projectile(Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
+void turret_projectile_explode();
+float turret_validate_target(entity e_turret, entity e_target, float validate_flags);
+float turret_firecheck();
+entity turret_select_target();
+
// turret fields
.float ticrate; // interal ai think rate
.vector aim_idle; // where to aim while idle
.float track_accel_rotate;
.float track_blendrate;
+void() turret_respawn;
+
/// updates aim org, shot org, shot dir and enemy org for selected turret
void turret_do_updates(entity e_turret);
.vector tur_shotdir_updated;
.float() turret_firecheckfunc; // TODO: deprecate!
+void turrets_setframe(float _frame, float client_only);
+
+float turret_initialize(Turret tur);
+
/// Function to use for target evaluation. usualy turret_targetscore_generic
.float(entity _turret, entity _target) turret_score_target;
float tvt_thadf; // turret head angle diff float, updated by a successful call to turret_validate_target
float tvt_tadf; // turret angle diff float, updated by a successful call to turret_validate_target
float tvt_dist; // turret distance, updated by a successful call to turret_validate_target
+
+#endif