+#pragma once
+
+entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
+void turret_projectile_explode(entity this);
+float turret_validate_target(entity e_turret, entity e_target, float validate_flags);
+bool turret_firecheck(entity this);
+entity turret_select_target(entity this);
+
// turret fields
.float ticrate; // interal ai think rate
-.vector aim_idle; // where to aim while idle
.entity tur_head; // top part of the turret
.entity tur_defend; // defend this entity
.vector tur_shotorg; // shot origin
.float track_accel_rotate;
.float track_blendrate;
+void turret_respawn(entity this);
+
/// 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!
+.float(entity this) turret_firecheckfunc; // TODO: deprecate!
+
+void turrets_setframe(entity this, float _frame, float client_only);
+
+bool turret_initialize(entity this, Turret tur);
/// Function to use for target evaluation. usualy turret_targetscore_generic
.float(entity _turret, entity _target) turret_score_target;
-.float(entity e_target,entity e_sender) turret_addtarget;
+.bool(entity this, entity e_target,entity e_sender) turret_addtarget;
.entity pathcurrent;