#pragma once
-#include <server/miscfunctions.qh>
+#include "all.qh"
+
+bool autocvar_g_turrets;
+float autocvar_g_turrets_aimidle_delay;
+bool autocvar_g_turrets_nofire;
+bool autocvar_g_turrets_reloadcvars;
+float autocvar_g_turrets_targetscan_maxdelay;
+float autocvar_g_turrets_targetscan_mindelay;
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);
entity turret_select_target(entity this);
// turret fields
+
+#define X(class, prefix, fld, type) .type fld;
+TR_PROPS_COMMON(X, , )
+#undef X
+/*
+.float shot_volly; // smaller than 1 = shoot # times at target
+.float shot_volly_refire; // refire after completed volly
+*/
+
.float ticrate; // interal ai think rate
.entity tur_head; // top part of the turret
.entity tur_defend; // defend this entity
.float tur_dist_impact_to_aimpos; // distance impact<->aim
.float volly_counter; // decrement counter from .shot_volly to 0
-.float shot_refire; // attack refire
-.float shot_speed; // projectile speed
-.float shot_spread; // inaccuracy
-.float shot_dmg; // core damage of projectile
-.float shot_radius; // projectile damage radius
-.float shot_force; // projectile damage force
-.float shot_volly; // smaller than 1 = shoot # times at target
-.float shot_volly_refire; // refire after completed volly
-
-.float target_range;
-.float target_range_min;
-.float target_range_optimal;
-
-.float target_select_rangebias;
-.float target_select_samebias;
-.float target_select_anglebias;
-.float target_select_missilebias;
-.float target_select_playerbias;
.float target_select_time; // last time turret had a valid target
.float target_validate_time; // throttle re-validation of current target
-.float aim_firetolerance_dist;
-.float aim_speed;
-.float aim_maxpitch;
-.float aim_maxrotate;
.float ammo; // current ammo
-.float ammo_recharge; // recharge rate
-.float ammo_max; // maximum ammo
-
.vector idle_aim;
/// Map time control over pain inflicted
.float turret_scale_respawn;
// tracking type
-.float track_type;
const float TFL_TRACKTYPE_STEPMOTOR = 1; // hard angle increments, ugly for fast turning with best accuracy
const float TFL_TRACKTYPE_FLUIDPRECISE = 2; // smooth absolute movement, looks OK with fair accuracy
const float TFL_TRACKTYPE_FLUIDINERTIA = 3; // simulated inertia ("wobbly" mode), worst accuracy, depends on below flags
-.float track_accel_pitch;
-.float track_accel_rotate;
-.float track_blendrate;
void turret_respawn(entity this);
bool turret_initialize(entity this, Turret tur);
+// returns true when box overlaps with a given location
+bool turret_closetotarget(entity this, vector targ);
+
/// Function to use for target evaluation. usualy turret_targetscore_generic
.float(entity _turret, entity _target) turret_score_target;
vector tvt_thadv; // turret head angle diff vector, updated by a successful call to turret_validate_target
vector tvt_tadv; // turret angle diff vector, updated by a successful call to turret_validate_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
+
+IntrusiveList g_turrets;
+STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }