#pragma once
+#include <server/miscfunctions.qh>
+
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);
// 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
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;
.entity pathcurrent;
+.entity pathgoal;
+
float turret_count;
// debugging