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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
1 #include "sv_turrets.qh"
2 #ifdef SVQC
3 #include <server/autocvars.qh>
4
5 // Generic aiming
6 vector turret_aim_generic(entity this)
7 {
8
9         vector pre_pos, prep;
10         float distance, impact_time = 0, i, mintime;
11
12         turret_tag_fire_update(this);
13
14         if(this.aim_flags & TFL_AIM_SIMPLE)
15                 return real_origin(this.enemy);
16
17         mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
18
19         // Baseline
20         pre_pos = real_origin(this.enemy);
21
22         // Lead?
23         if (this.aim_flags & TFL_AIM_LEAD)
24         {
25                 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE)           // Need to conpensate for shot traveltime
26                 {
27                         prep = pre_pos;
28
29                         distance = vlen(prep - this.tur_shotorg);
30                         impact_time = distance / this.shot_speed;
31
32                         prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
33
34                         if(this.aim_flags & TFL_AIM_ZPREDICT)
35                         if(!IS_ONGROUND(this.enemy))
36                         if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
37                         {
38                                 float vz;
39                                 prep_z = pre_pos_z;
40                                 vz = this.enemy.velocity_z;
41                                 for(i = 0; i < impact_time; i += sys_frametime)
42                                 {
43                                         vz = vz - (autocvar_sv_gravity * sys_frametime);
44                                         prep_z = prep_z + vz * sys_frametime;
45                                 }
46                         }
47                         pre_pos = prep;
48                 }
49                 else
50                         pre_pos = pre_pos + this.enemy.velocity * mintime;
51         }
52
53         if(this.aim_flags & TFL_AIM_SPLASH)
54         {
55                 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
56                 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
57                 if(trace_fraction != 1.0)
58                         pre_pos = trace_endpos;
59         }
60
61         return pre_pos;
62 }
63
64 float turret_targetscore_support(entity _turret,entity _target)
65 {
66         float score;            // Total score
67         float s_score = 0, d_score;
68
69         if (_turret.enemy == _target) s_score = 1;
70
71         d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
72
73         score = (d_score * _turret.target_select_rangebias) +
74                         (s_score * _turret.target_select_samebias);
75
76         return score;
77 }
78
79 /*
80 * Generic bias aware score system.
81 */
82 float turret_targetscore_generic(entity _turret, entity _target)
83 {
84         float d_dist;      // Defendmode Distance
85         float score;            // Total score
86         float d_score;    // Distance score
87         float a_score;    // Angular score
88         float m_score = 0;  // missile score
89         float p_score = 0;  // player score
90         float ikr;                // ideal kill range
91
92         if (_turret.tur_defend)
93         {
94                 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
95                 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
96                 d_score = 1 - d_dist / _turret.target_range;
97         }
98         else
99         {
100                 // Make a normlized value base on the targets distance from our optimal killzone
101                 ikr = _turret.target_range_optimal;
102                 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
103         }
104
105         a_score = 1 - tvt_thadf / _turret.aim_maxrotate;
106
107         if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
108                 m_score = 1;
109
110         if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
111                 p_score = 1;
112
113         d_score = max(d_score, 0);
114         a_score = max(a_score, 0);
115         m_score = max(m_score, 0);
116         p_score = max(p_score, 0);
117
118         score = (d_score * _turret.target_select_rangebias) +
119                         (a_score * _turret.target_select_anglebias) +
120                         (m_score * _turret.target_select_missilebias) +
121                         (p_score * _turret.target_select_playerbias);
122
123         if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
124         {
125                 //dprint("Wtf?\n");
126                 score *= 0.001;
127         }
128
129 #ifdef TURRET_DEBUG
130         string sd,sa,sm,sp,ss;
131         string sdt,sat,smt,spt;
132
133         sd = ftos(d_score);
134         d_score *= _turret.target_select_rangebias;
135         sdt = ftos(d_score);
136
137         //sv = ftos(v_score);
138         //v_score *= _turret.target_select_samebias;
139         //svt = ftos(v_score);
140
141         sa = ftos(a_score);
142         a_score *= _turret.target_select_anglebias;
143         sat = ftos(a_score);
144
145         sm = ftos(m_score);
146         m_score *= _turret.target_select_missilebias;
147         smt = ftos(m_score);
148
149         sp = ftos(p_score);
150         p_score *= _turret.target_select_playerbias;
151         spt = ftos(p_score);
152
153
154         ss = ftos(score);
155         bprint("^3Target scores^7 \[  ",_turret.netname, "  \] ^3for^7 \[  ", _target.netname,"  \]\n");
156         bprint("^5Range:\[  ",sd,  "  \]^2+bias:\[  ",sdt,"  \]\n");
157         bprint("^5Angle:\[  ",sa,  "  \]^2+bias:\[  ",sat,"  \]\n");
158         bprint("^5Missile:\[  ",sm,"  \]^2+bias:\[  ",smt,"  \]\n");
159         bprint("^5Player:\[  ",sp, "  \]^2+bias:\[  ",spt,"  \]\n");
160         bprint("^3Total (w/bias):\[^1",ss,"\]\n");
161
162 #endif
163
164         return score;
165 }
166
167 // Generic damage handling
168 void turret_hide(entity this)
169 {
170         this.effects   |= EF_NODRAW;
171         this.nextthink = time + this.respawntime - 0.2;
172         setthink(this, turret_respawn);
173 }
174
175 void turret_die(entity this)
176 {
177         this.deadflag             = DEAD_DEAD;
178         this.tur_head.deadflag = this.deadflag;
179
180 // Unsolidify and hide real parts
181         this.solid                       = SOLID_NOT;
182         this.tur_head.solid      = this.solid;
183
184         this.event_damage                 = func_null;
185         this.event_heal = func_null;
186         this.takedamage                  = DAMAGE_NO;
187
188         SetResourceExplicit(this, RES_HEALTH, 0);
189
190 // Go boom
191         //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
192
193         Turret tur = get_turretinfo(this.m_id);
194         if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
195         {
196                 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
197                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
198                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
199
200                 tur.tr_death(tur, this);
201
202                 delete(this.tur_head);
203                 delete(this);
204         }
205         else
206         {
207                 // Setup respawn
208                 this.SendFlags    |= TNSF_STATUS;
209                 this.nextthink   = time + 0.2;
210                 setthink(this, turret_hide);
211
212                 tur.tr_death(tur, this);
213         }
214 }
215
216 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
217 {
218         // Enough already!
219         if(this.deadflag == DEAD_DEAD)
220                 return;
221
222         // Inactive turrets take no damage. (hm..)
223         if(!this.active)
224                 return;
225
226         if(SAME_TEAM(this, attacker))
227         {
228                 if(autocvar_g_friendlyfire)
229                         damage = damage * autocvar_g_friendlyfire;
230                 else
231                         return;
232         }
233
234         TakeResource(this, RES_HEALTH, damage);
235
236         // thorw head slightly off aim when hit?
237         if (this.damage_flags & TFL_DMG_HEADSHAKE)
238         {
239                 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
240                 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
241
242                 this.SendFlags  |= TNSF_ANG;
243         }
244
245         if (this.turret_flags & TUR_FLAG_MOVE)
246                 this.velocity = this.velocity + vforce;
247
248         if (GetResource(this, RES_HEALTH) <= 0)
249         {
250                 this.event_damage                 = func_null;
251                 this.tur_head.event_damage = func_null;
252                 this.event_heal = func_null;
253                 this.tur_head.event_heal = func_null;
254                 this.takedamage                  = DAMAGE_NO;
255                 this.nextthink = time;
256                 setthink(this, turret_die);
257         }
258
259         this.SendFlags  |= TNSF_STATUS;
260 }
261
262 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
263 {
264         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
265         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
266                 return false;
267
268         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
269         targ.SendFlags |= TNSF_STATUS;
270         return true;
271 }
272
273 void turret_think(entity this);
274 void turret_respawn(entity this)
275 {
276         // Make sure all parts belong to the same team since
277         // this function doubles as "teamchange" function.
278         this.tur_head.team      = this.team;
279         this.effects                       &= ~EF_NODRAW;
280         this.deadflag                           = DEAD_NO;
281         this.effects                            = EF_LOWPRECISION;
282         this.solid                                      = SOLID_BBOX;
283         this.takedamage                         = DAMAGE_AIM;
284         this.event_damage                       = turret_damage;
285         this.event_heal                         = turret_heal;
286         this.avelocity                          = '0 0 0';
287         this.tur_head.avelocity         = this.avelocity;
288         this.tur_head.angles            = this.idle_aim;
289         SetResourceExplicit(this, RES_HEALTH, this.max_health);
290         this.enemy                                      = NULL;
291         this.volly_counter                      = this.shot_volly;
292         this.ammo                                       = this.ammo_max;
293
294         this.nextthink = time + this.ticrate;
295         setthink(this, turret_think);
296
297         this.SendFlags = TNSF_FULL_UPDATE;
298
299         Turret tur = get_turretinfo(this.m_id);
300         tur.tr_setup(tur, this);
301 }
302
303
304 // Main functions
305 #define cvar_base "g_turrets_unit_"
306 .float clientframe;
307 void turrets_setframe(entity this, float _frame, float client_only)
308 {
309         if((client_only ? this.clientframe : this.frame ) != _frame)
310         {
311                 this.SendFlags |= TNSF_ANIM;
312                 this.anim_start_time = time;
313         }
314
315          if(client_only)
316                 this.clientframe = _frame;
317         else
318                 this.frame = _frame;
319
320 }
321
322 bool turret_send(entity this, entity to, float sf)
323 {
324
325         WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
326         WriteByte(MSG_ENTITY, sf);
327         if(sf & TNSF_SETUP)
328         {
329                 WriteByte(MSG_ENTITY, this.m_id);
330
331                 WriteVector(MSG_ENTITY, this.origin);
332
333                 WriteAngle(MSG_ENTITY, this.angles_x);
334                 WriteAngle(MSG_ENTITY, this.angles_y);
335         }
336
337         if(sf & TNSF_ANG)
338         {
339                 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
340                 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
341         }
342
343         if(sf & TNSF_AVEL)
344         {
345                 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
346                 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
347         }
348
349         if(sf & TNSF_MOVE)
350         {
351                 WriteVector(MSG_ENTITY, this.origin);
352
353                 WriteVector(MSG_ENTITY, this.velocity);
354
355                 WriteShort(MSG_ENTITY, rint(this.angles_y));
356         }
357
358         if(sf & TNSF_ANIM)
359         {
360                 WriteCoord(MSG_ENTITY, this.anim_start_time);
361                 WriteByte(MSG_ENTITY, this.frame);
362         }
363
364         if(sf & TNSF_STATUS)
365         {
366                 WriteByte(MSG_ENTITY, this.team);
367
368                 if(GetResource(this, RES_HEALTH) <= 0)
369                         WriteByte(MSG_ENTITY, 0);
370                 else
371                         WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
372         }
373
374         return true;
375 }
376
377 void load_unit_settings(entity ent, bool is_reload)
378 {
379         string unitname = ent.netname;
380         string sbase;
381
382         if (ent == NULL)
383                 return;
384
385         if(!ent.turret_scale_damage)    ent.turret_scale_damage = 1;
386         if(!ent.turret_scale_range)             ent.turret_scale_range  = 1;
387         if(!ent.turret_scale_refire)    ent.turret_scale_refire = 1;
388         if(!ent.turret_scale_ammo)              ent.turret_scale_ammo   = 1;
389         if(!ent.turret_scale_aim)               ent.turret_scale_aim     = 1;
390         if(!ent.turret_scale_health)    ent.turret_scale_health = 1;
391         if(!ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
392
393         sbase = strcat(cvar_base,unitname);
394         if (is_reload)
395         {
396                 ent.enemy = NULL;
397                 ent.tur_head.avelocity = '0 0 0';
398
399                 ent.tur_head.angles = '0 0 0';
400         }
401
402         SetResourceExplicit(ent, RES_HEALTH, cvar(strcat(sbase,"_health")) * ent.turret_scale_health);
403         ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
404
405         ent.shot_dmg             = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
406         ent.shot_refire   = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
407         ent.shot_radius   = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
408         ent.shot_speed          = cvar(strcat(sbase,"_shot_speed"));
409         ent.shot_spread   = cvar(strcat(sbase,"_shot_spread"));
410         ent.shot_force          = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
411         ent.shot_volly          = cvar(strcat(sbase,"_shot_volly"));
412         ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
413
414         ent.target_range                 = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
415         ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
416         ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
417         //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
418
419         ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
420         ent.target_select_samebias  = cvar(strcat(sbase,"_target_select_samebias"));
421         ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
422         ent.target_select_missilebias = cvar(strcat(sbase,"_target_select_missilebias"));
423         ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
424         //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
425
426         ent.ammo_max     = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
427         ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
428
429         ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
430         ent.aim_speed   = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
431         ent.aim_maxrotate  = cvar(strcat(sbase,"_aim_maxrot"));
432         ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
433
434         ent.track_type          = cvar(strcat(sbase,"_track_type"));
435         ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
436         ent.track_accel_rotate  = cvar(strcat(sbase,"_track_accel_rot"));
437         ent.track_blendrate  = cvar(strcat(sbase,"_track_blendrate"));
438
439         if(is_reload) {
440                 Turret tur = get_turretinfo(ent.m_id);
441                 tur.tr_setup(tur, ent);
442         }
443 }
444
445 void turret_projectile_explode(entity this)
446 {
447
448         this.takedamage = DAMAGE_NO;
449         this.event_damage = func_null;
450 #ifdef TURRET_DEBUG
451         float d;
452         d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
453         this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
454         this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
455 #else
456         RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
457 #endif
458         delete(this);
459 }
460
461 void turret_projectile_touch(entity this, entity toucher)
462 {
463         PROJECTILE_TOUCH(this, toucher);
464         turret_projectile_explode(this);
465 }
466
467 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
468 {
469         this.velocity  += vforce;
470         TakeResource(this, RES_HEALTH, damage);
471         //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
472         if(GetResource(this, RES_HEALTH) <= 0)
473                 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
474 }
475
476 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
477 {
478         TC(Sound, _snd);
479         entity proj;
480
481         sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
482         proj                             = spawn ();
483         setorigin(proj, actor.tur_shotorg);
484         setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
485         proj.owner                = actor;
486         proj.realowner    = actor;
487         proj.bot_dodge    = true;
488         proj.bot_dodgerating = actor.shot_dmg;
489         setthink(proj, turret_projectile_explode);
490         settouch(proj, turret_projectile_touch);
491         proj.nextthink    = time + 9;
492         set_movetype(proj, MOVETYPE_FLYMISSILE);
493         proj.velocity           = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
494         proj.flags = FL_PROJECTILE;
495         IL_PUSH(g_projectiles, proj);
496         IL_PUSH(g_bot_dodge, proj);
497         proj.enemy                = actor.enemy;
498         proj.totalfrags  = _death;
499         PROJECTILE_MAKETRIGGER(proj);
500         if(_health)
501         {
502                 SetResourceExplicit(proj, RES_HEALTH, _health);
503                 proj.takedamage  = DAMAGE_YES;
504                 proj.event_damage  = turret_projectile_damage;
505         }
506         else
507                 proj.flags |= FL_NOTARGET;
508
509         CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
510
511         return proj;
512 }
513
514 /**
515 ** updates enemy distances, predicted impact point/time
516 ** and updated aim<->predict impact distance.
517 **/
518 void turret_do_updates(entity t_turret)
519 {
520         vector enemy_pos = real_origin(t_turret.enemy);
521
522         turret_tag_fire_update(t_turret);
523
524         t_turret.tur_shotdir_updated = v_forward;
525         t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
526         t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
527
528         /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
529         {
530                 oldpos = t_turret.enemy.origin;
531                 setorigin(t_turret.enemy, t_turret.tur_aimpos);
532                 tracebox(t_turret.tur_shotorg, '-1 -1 -1', '1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
533                 setorigin(t_turret.enemy, oldpos);
534
535                 if(trace_ent == t_turret.enemy)
536                         t_turret.tur_dist_impact_to_aimpos = 0;
537                 else
538                         t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
539         }
540         else*/
541                 tracebox(t_turret.tur_shotorg, '-1 -1 -1','1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
542
543         t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos) - (vlen(t_turret.enemy.maxs - t_turret.enemy.mins) * 0.5);
544         t_turret.tur_impactent                   = trace_ent;
545         t_turret.tur_impacttime                 = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
546 }
547
548 /**
549 ** Handles head rotation according to
550 ** the units .track_type and .track_flags
551 **/
552 .float turret_framecounter;
553 void turret_track(entity this)
554 {
555         vector target_angle; // This is where we want to aim
556         vector move_angle;   // This is where we can aim
557         float f_tmp;
558         vector v1, v2;
559         v1 = this.tur_head.angles;
560         v2 = this.tur_head.avelocity;
561
562         if (this.track_flags == TFL_TRACK_NO)
563                 return;
564
565         if(!this.active)
566                 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
567         else if (this.enemy == NULL)
568         {
569                 if(time > this.lip)
570                         target_angle = this.idle_aim + this.angles;
571                 else
572                         target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
573         }
574         else
575         {
576                 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
577         }
578
579         this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
580         this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
581
582         // Find the diffrence between where we currently aim and where we want to aim
583         //move_angle = target_angle - (this.angles + this.tur_head.angles);
584         //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
585
586         move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
587         move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
588
589         switch(this.track_type)
590         {
591                 case TFL_TRACKTYPE_STEPMOTOR:
592                         f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
593                         if (this.track_flags & TFL_TRACK_PITCH)
594                         {
595                                 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
596                                 if(this.tur_head.angles_x > this.aim_maxpitch)
597                                         this.tur_head.angles_x = this.aim_maxpitch;
598
599                                 if(this.tur_head.angles_x  < -this.aim_maxpitch)
600                                         this.tur_head.angles_x = this.aim_maxpitch;
601                         }
602
603                         if (this.track_flags & TFL_TRACK_ROTATE)
604                         {
605                                 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
606                                 if(this.tur_head.angles_y > this.aim_maxrotate)
607                                         this.tur_head.angles_y = this.aim_maxrotate;
608
609                                 if(this.tur_head.angles_y  < -this.aim_maxrotate)
610                                         this.tur_head.angles_y = this.aim_maxrotate;
611                         }
612
613                         // CSQC
614                         this.SendFlags  |= TNSF_ANG;
615
616                         return;
617
618                 case TFL_TRACKTYPE_FLUIDINERTIA:
619                         f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
620                         move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
621                         move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rotate * f_tmp, this.aim_speed);
622                         move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
623                         break;
624
625                 case TFL_TRACKTYPE_FLUIDPRECISE:
626
627                         move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
628                         move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
629
630                         break;
631         }
632
633         //  pitch
634         if (this.track_flags & TFL_TRACK_PITCH)
635         {
636                 this.tur_head.avelocity_x = move_angle_x;
637                 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
638                 {
639                         this.tur_head.avelocity_x = 0;
640                         this.tur_head.angles_x = this.aim_maxpitch;
641
642                         this.SendFlags  |= TNSF_ANG;
643                 }
644
645                 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
646                 {
647                         this.tur_head.avelocity_x = 0;
648                         this.tur_head.angles_x = -this.aim_maxpitch;
649
650                         this.SendFlags  |= TNSF_ANG;
651                 }
652         }
653
654         //  rot
655         if (this.track_flags & TFL_TRACK_ROTATE)
656         {
657                 this.tur_head.avelocity_y = move_angle_y;
658
659                 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrotate)
660                 {
661                         this.tur_head.avelocity_y = 0;
662                         this.tur_head.angles_y = this.aim_maxrotate;
663
664                         this.SendFlags  |= TNSF_ANG;
665                 }
666
667                 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrotate)
668                 {
669                         this.tur_head.avelocity_y = 0;
670                         this.tur_head.angles_y = -this.aim_maxrotate;
671
672                         this.SendFlags  |= TNSF_ANG;
673                 }
674         }
675
676         this.SendFlags  |= TNSF_AVEL;
677
678         // Force a angle update every 10'th frame
679         this.turret_framecounter += 1;
680         if(this.turret_framecounter >= 10)
681         {
682                 this.SendFlags |= TNSF_ANG;
683                 this.turret_framecounter = 0;
684         }
685 }
686
687 /*
688  + TFL_TARGETSELECT_NO
689  + TFL_TARGETSELECT_LOS
690  + TFL_TARGETSELECT_PLAYERS
691  + TFL_TARGETSELECT_MISSILES
692  + TFL_TARGETSELECT_VEHICLES
693  - TFL_TARGETSELECT_TRIGGERTARGET
694  + TFL_TARGETSELECT_ANGLELIMITS
695  + TFL_TARGETSELECT_RANGELIMITS
696  + TFL_TARGETSELECT_TEAMCHECK
697  - TFL_TARGETSELECT_NOBUILTIN
698  + TFL_TARGETSELECT_OWNTEAM
699 */
700
701 /**
702 ** Evaluate a entity for target valitity based on validate_flags
703 ** NOTE: the caller must check takedamage before calling this, to inline this check.
704 **/
705 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
706 {
707         vector v_tmp;
708
709         //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
710         //      return -0.5;
711
712         if(!e_target)
713                 return -2;
714
715         if(e_target.owner == e_turret)
716                 return -0.5;
717
718         if(!checkpvs(e_target.origin, e_turret))
719                 return -1;
720
721         if(e_target.alpha != 0 && e_target.alpha <= 0.3)
722                 return -1;
723
724         if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
725                 return M_ARGV(3, float);
726
727         if (validate_flags & TFL_TARGETSELECT_NO)
728                 return -4;
729
730         // If only this was used more..
731         if (e_target.flags & FL_NOTARGET)
732                 return -5;
733
734         // Cant touch this
735         if (GetResource(e_target, RES_HEALTH) <= 0)
736                 return -6;
737         else if (STAT(FROZEN, e_target))
738                 return -6;
739
740         // vehicle
741         if(IS_VEHICLE(e_target))
742         {
743                 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
744                         return -7;
745         }
746
747         // player
748         if (IS_CLIENT(e_target))
749         {
750                 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
751                         return -7;
752
753                 if (IS_DEAD(e_target))
754                         return -8;
755         }
756
757         // enemy turrets
758         if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
759         if(e_target.owner.tur_head == e_target)
760         if(e_target.team != e_turret.team) // Dont break support units.
761                 return -9;
762
763         // Missile
764         if (e_target.flags & FL_PROJECTILE)
765         if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
766                 return -10;
767
768         if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
769         if(!(e_target.flags & FL_PROJECTILE))
770                 return -10.5;
771
772         // Team check
773         if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
774         {
775                 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
776                 {
777                         if (e_target.team != e_turret.team)
778                                 return -11;
779
780                         if (e_turret.team != e_target.owner.team)
781                                 return -12;
782                 }
783                 else
784                 {
785                         if (e_target.team == e_turret.team)
786                                 return -13;
787
788                         if (e_turret.team == e_target.owner.team)
789                                 return -14;
790                 }
791         }
792
793         // Range limits?
794         tvt_dist = vlen(e_turret.origin - real_origin(e_target));
795         if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
796         {
797                 if (tvt_dist < e_turret.target_range_min)
798                         return -15;
799
800                 if (tvt_dist > e_turret.target_range)
801                         return -16;
802         }
803
804         // Can we even aim this thing?
805         tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
806         tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
807         tvt_thadf = vlen(tvt_thadv);
808         tvt_tadf = vlen(tvt_tadv);
809
810         /*
811         if(validate_flags & TFL_TARGETSELECT_FOV)
812         {
813                 if(e_turret.target_select_fov < tvt_thadf)
814                         return -21;
815         }
816         */
817
818         if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
819         {
820                 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
821                         return -17;
822
823                 if (fabs(tvt_tadv_y) > e_turret.aim_maxrotate)
824                         return -18;
825         }
826
827         // Line of sight?
828         if (validate_flags & TFL_TARGETSELECT_LOS)
829         {
830                 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
831
832                 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
833
834                 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
835                         return -19;
836         }
837
838         if (e_target.classname == "grapplinghook")
839                 return -20;
840
841         /*
842         if (e_target.classname == "func_button")
843                 return -21;
844         */
845
846 #ifdef TURRET_DEBUG_TARGETSELECT
847         LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
848 #endif
849
850         return 1;
851 }
852
853 entity turret_select_target(entity this)
854 {
855         entity e;               // target looper entity
856         float  score;   // target looper entity score
857         entity e_enemy;  // currently best scoreing target
858         float  m_score;  // currently best scoreing target's score
859
860         m_score = 0;
861         if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
862         {
863                 e_enemy = this.enemy;
864                 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
865         }
866         else
867                 e_enemy = this.enemy = NULL;
868
869         e = findradius(this.origin, this.target_range);
870
871         // Nothing to aim at?
872         if (!e)
873                 return NULL;
874
875         while (e)
876         {
877                 if(e.takedamage)
878                 {
879                         float f = turret_validate_target(this, e, this.target_select_flags);
880                         //dprint("F is: ", ftos(f), "\n");
881                         if ( f > 0)
882                         {
883                                 score = this.turret_score_target(this,e);
884                                 if ((score > m_score) && (score > 0))
885                                 {
886                                         e_enemy = e;
887                                         m_score = score;
888                                 }
889                         }
890                 }
891                 e = e.chain;
892         }
893
894         return e_enemy;
895 }
896
897
898 /*
899  + = implemented
900  - = not implemented
901
902  + TFL_FIRECHECK_NO
903  + TFL_FIRECHECK_WORLD
904  + TFL_FIRECHECK_DEAD
905  + TFL_FIRECHECK_DISTANCES
906  - TFL_FIRECHECK_LOS
907  + TFL_FIRECHECK_AIMDIST
908  + TFL_FIRECHECK_REALDIST
909  - TFL_FIRECHECK_ANGLEDIST
910  - TFL_FIRECHECK_TEAMCECK
911  + TFL_FIRECHECK_AFF
912  + TFL_FIRECHECK_AMMO_OWN
913  + TFL_FIRECHECK_AMMO_OTHER
914  + TFL_FIRECHECK_REFIRE
915 */
916
917 /**
918 ** Preforms pre-fire checks based on the uints firecheck_flags
919 **/
920 bool turret_firecheck(entity this)
921 {
922         // This one just dont care =)
923         if (this.firecheck_flags & TFL_FIRECHECK_NO)
924                 return true;
925
926         if (this.enemy == NULL)
927                 return false;
928
929         // Ready?
930         if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
931                 if (this.attack_finished_single[0] > time) return false;
932
933         // Special case: volly fire turret that has to fire a full volly if a shot was fired.
934         if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
935                 if (this.volly_counter != this.shot_volly)
936                         if(this.ammo >= this.shot_dmg)
937                                 return true;
938
939         // Lack of zombies makes shooting dead things unnecessary :P
940         if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
941                 if (IS_DEAD(this.enemy))
942                         return false;
943
944         // Own ammo?
945         if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
946                 if (this.ammo < this.shot_dmg)
947                         return false;
948
949         // Other's ammo? (support-supply units)
950         if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
951                 if (this.enemy.ammo >= this.enemy.ammo_max)
952                         return false;
953
954         // Target of opertunity?
955         if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
956         {
957                 this.enemy = this.tur_impactent;
958                 return true;
959         }
960
961         if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
962         {
963                 // To close?
964                 if (this.tur_dist_aimpos < this.target_range_min)
965                 {
966                         if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
967                                 return true; // Target of opertunity?
968                         return false;
969                 }
970         }
971
972         // Try to avoid FF?
973         if (this.firecheck_flags & TFL_FIRECHECK_AFF)
974                 if (this.tur_impactent.team == this.team)
975                         return false;
976
977         // aim<->predicted impact
978         if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
979                 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
980                         return false;
981
982         // Volly status
983         if (this.shot_volly > 1)
984                 if (this.volly_counter == this.shot_volly)
985                         if (this.ammo < (this.shot_dmg * this.shot_volly))
986                                 return false;
987
988         /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
989                 if(this.tur_impactent != this.enemy)
990                         return false;*/
991
992         return true;
993 }
994
995 bool turret_checkfire(entity this)
996 {
997         if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
998                 return M_ARGV(1, bool);
999
1000         return this.turret_firecheckfunc(this);
1001 }
1002
1003 void turret_fire(entity this)
1004 {
1005         if (autocvar_g_turrets_nofire != 0)
1006                 return;
1007
1008         if(MUTATOR_CALLHOOK(TurretFire, this))
1009                 return;
1010
1011         Turret info = get_turretinfo(this.m_id);
1012         info.tr_attack(info, this);
1013
1014         this.attack_finished_single[0] = time + this.shot_refire;
1015         this.ammo -= this.shot_dmg;
1016         this.volly_counter = this.volly_counter - 1;
1017
1018         if (this.volly_counter <= 0)
1019         {
1020                 this.volly_counter = this.shot_volly;
1021
1022                 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1023                         this.enemy = NULL;
1024
1025                 if (this.shot_volly > 1)
1026                         this.attack_finished_single[0] = time + this.shot_volly_refire;
1027         }
1028
1029 #ifdef TURRET_DEBUG
1030         if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1031 #endif
1032 }
1033
1034 void turret_think(entity this)
1035 {
1036         this.nextthink = time + this.ticrate;
1037
1038         MUTATOR_CALLHOOK(TurretThink, this);
1039
1040 #ifdef TURRET_DEBUG
1041         if (this.tur_debug_tmr1 < time)
1042         {
1043                 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1044                 paint_target(this,256,this.tur_debug_rvec,0.9);
1045                 this.tur_debug_tmr1 = time + 1;
1046         }
1047 #endif
1048
1049         // Handle ammo
1050         if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1051         if (this.ammo < this.ammo_max)
1052                 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1053
1054         // Inactive turrets needs to run the think loop,
1055         // So they can handle animation and wake up if need be.
1056         if(!this.active)
1057         {
1058                 turret_track(this);
1059                 return;
1060         }
1061
1062         // This is typicaly used for zaping every target in range
1063         // turret_fusionreactor uses this to recharge friendlys.
1064         if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1065         {
1066                 // Do a this.turret_fire for every valid target.
1067                 entity e = findradius(this.origin,this.target_range);
1068                 while (e)
1069                 {
1070                         if(e.takedamage)
1071                         {
1072                                 if (turret_validate_target(this,e,this.target_validate_flags))
1073                                 {
1074                                         this.enemy = e;
1075
1076                                         turret_do_updates(this);
1077
1078                                         if (turret_checkfire(this))
1079                                                 turret_fire(this);
1080                                 }
1081                         }
1082
1083                         e = e.chain;
1084                 }
1085                 this.enemy = NULL;
1086         }
1087         else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1088         {
1089                 // This one is doing something.. oddball. assume its handles what needs to be handled.
1090
1091                 // Predict?
1092                 if(!(this.aim_flags & TFL_AIM_NO))
1093                         this.tur_aimpos = turret_aim_generic(this);
1094
1095                 // Turn & pitch?
1096                 if(!(this.track_flags & TFL_TRACK_NO))
1097                         turret_track(this);
1098
1099                 turret_do_updates(this);
1100
1101                 // Fire?
1102                 if (turret_checkfire(this))
1103                         turret_fire(this);
1104         }
1105         else
1106         {
1107                 // Special case for volly always. if it fired once it must compleate the volly.
1108                 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1109                         if(this.volly_counter != this.shot_volly)
1110                         {
1111                                 // Predict or whatnot
1112                                 if(!(this.aim_flags & TFL_AIM_NO))
1113                                         this.tur_aimpos = turret_aim_generic(this);
1114
1115                                 // Turn & pitch
1116                                 if(!(this.track_flags & TFL_TRACK_NO))
1117                                         turret_track(this);
1118
1119                                 turret_do_updates(this);
1120
1121                                 // Fire!
1122                                 if (turret_checkfire(this))
1123                                         turret_fire(this);
1124
1125                                 Turret tur = get_turretinfo(this.m_id);
1126                                 tur.tr_think(tur, this);
1127
1128                                 return;
1129                         }
1130
1131                 // Check if we have a vailid enemy, and try to find one if we dont.
1132
1133                 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1134                 float do_target_scan = 0;
1135                 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1136                         do_target_scan = 1;
1137
1138                 // Old target (if any) invalid?
1139                 if(this.target_validate_time < time)
1140                 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1141                 {
1142                         this.enemy = NULL;
1143                         this.target_validate_time = time + 0.5;
1144                         do_target_scan = 1;
1145                 }
1146
1147                 // But never more often then g_turrets_targetscan_mindelay!
1148                 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1149                         do_target_scan = 0;
1150
1151                 if(do_target_scan)
1152                 {
1153                         this.enemy = turret_select_target(this);
1154                         this.target_select_time = time;
1155                 }
1156
1157                 // No target, just go to idle, do any custom stuff and bail.
1158                 if (this.enemy == NULL)
1159                 {
1160                         // Turn & pitch
1161                         if(!(this.track_flags & TFL_TRACK_NO))
1162                                 turret_track(this);
1163
1164                         Turret tur = get_turretinfo(this.m_id);
1165                         tur.tr_think(tur, this);
1166
1167                         // And bail.
1168                         return;
1169                 }
1170                 else
1171                         this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1172
1173                 // Predict?
1174                 if(!(this.aim_flags & TFL_AIM_NO))
1175                         this.tur_aimpos = turret_aim_generic(this);
1176
1177                 // Turn & pitch?
1178                 if(!(this.track_flags & TFL_TRACK_NO))
1179                         turret_track(this);
1180
1181                 turret_do_updates(this);
1182
1183                 // Fire?
1184                 if (turret_checkfire(this))
1185                         turret_fire(this);
1186         }
1187
1188         Turret tur = get_turretinfo(this.m_id);
1189         tur.tr_think(tur, this);
1190 }
1191
1192 /*
1193         When .used a turret switch team to activator.team.
1194         If activator is NULL, the turret go inactive.
1195 */
1196 void turret_use(entity this, entity actor, entity trigger)
1197 {
1198         LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1199
1200         this.team = actor.team;
1201
1202         if(this.team == 0)
1203                 this.active = ACTIVE_NOT;
1204         else
1205                 this.active = ACTIVE_ACTIVE;
1206
1207 }
1208
1209 void turret_link(entity this)
1210 {
1211         Net_LinkEntity(this, true, 0, turret_send);
1212         setthink(this, turret_think);
1213         this.nextthink = time;
1214         this.tur_head.effects = EF_NODRAW;
1215 }
1216
1217 void turrets_manager_think(entity this)
1218 {
1219         this.nextthink = time + 1;
1220
1221         if (autocvar_g_turrets_reloadcvars == 1)
1222         {
1223                 IL_EACH(g_turrets, true,
1224                 {
1225                         load_unit_settings(it, true);
1226                         Turret tur = get_turretinfo(it.m_id);
1227                         tur.tr_think(tur, it);
1228                 });
1229                 cvar_set("g_turrets_reloadcvars", "0");
1230         }
1231 }
1232
1233 void turret_initparams(entity tur)
1234 {
1235         #define TRY(x) (x) ? (x)
1236         tur.respawntime                 = max  (-1,              (TRY(tur.respawntime)               :  60                                         ));
1237         tur.shot_refire                 = bound(0.01,            (TRY(tur.shot_refire)               :  1                                          ), 9999);
1238         tur.shot_dmg                    = max  (1,               (TRY(tur.shot_dmg)                  :  tur.shot_refire * 50                       ));
1239         tur.shot_radius                 = max  (1,               (TRY(tur.shot_radius)               :  tur.shot_dmg * 0.5                         ));
1240         tur.shot_speed                  = max  (1,               (TRY(tur.shot_speed)                :  2500                                       ));
1241         tur.shot_spread                 = bound(0.0001,          (TRY(tur.shot_spread)               :  0.0125                                     ), 500);
1242         tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1243         tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
1244         tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
1245         tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), max_shot_distance);
1246         tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), max_shot_distance);
1247         tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), max_shot_distance);
1248         tur.aim_maxrotate               = bound(0,               (TRY(tur.aim_maxrotate)             :  90                                         ), 360);
1249         tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
1250         tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
1251         tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), max_shot_distance);
1252         tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
1253         tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
1254         tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
1255         tur.target_select_missilebias   = bound(-10,             (TRY(tur.target_select_missilebias) :  1                                          ), 10);
1256         tur.target_select_playerbias    = bound(-10,             (TRY(tur.target_select_playerbias)  :  1                                          ), 10);
1257         tur.ammo_max                    = max  (tur.shot_dmg,    (TRY(tur.ammo_max)                  :  tur.shot_dmg * 10                          ));
1258         tur.ammo_recharge               = max  (0,               (TRY(tur.ammo_recharge)             :  tur.shot_dmg * 0.5                         ));
1259         #undef TRY
1260 }
1261
1262 bool turret_closetotarget(entity this, vector targ)
1263 {
1264         vector path_extra_size = '64 64 64';
1265         return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1266 }
1267
1268 void turret_findtarget(entity this)
1269 {
1270         entity e = find(NULL, classname, "turret_manager");
1271         if(!e)
1272         {
1273                 e = new(turret_manager);
1274                 setthink(e, turrets_manager_think);
1275                 e.nextthink = time + 2;
1276         }
1277
1278         entity targ = find(NULL, targetname, this.target);
1279         if(targ.classname == "turret_checkpoint")
1280                 return; // turrets don't defend checkpoints?
1281
1282         if (!targ)
1283         {
1284                 this.target = "";
1285                 LOG_TRACE("Turret has invalid defendpoint!");
1286         }
1287
1288         this.tur_defend = targ;
1289         this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1290 }
1291
1292 bool turret_initialize(entity this, Turret tur)
1293 {
1294         if(!autocvar_g_turrets)
1295                 return false;
1296
1297         if(tur.m_id == 0)
1298                 return false; // invalid turret
1299
1300         // if tur_head exists, we can assume this turret re-spawned
1301         if(!this.tur_head) {
1302                 tur.tr_precache(tur);
1303                 IL_PUSH(g_turrets, this);
1304                 IL_PUSH(g_bot_targets, this);
1305         }
1306
1307         if(!(this.spawnflags & TSF_SUSPENDED))
1308                 droptofloor(this);
1309
1310         this.netname = tur.netname;
1311         load_unit_settings(this, 0);
1312
1313         if(!this.team || !teamplay)             { this.team = FLOAT_MAX; }
1314         if(!this.ticrate)                               { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1315         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1316         if(!this.shot_refire)                   { this.shot_refire = 1; }
1317         if(!this.tur_shotorg)                   { this.tur_shotorg = '50 0 50'; }
1318         if(!this.turret_flags)                  { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1319         if(!this.damage_flags)                  { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1320         if(!this.aim_flags)                             { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1321         if(!this.track_type)                    { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1322         if(!this.track_flags)                   { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1323         if(!this.ammo_flags)                    { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1324         if(!this.target_select_flags)   { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1325         if(!this.firecheck_flags)               { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1326                                                                                                                    | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1327
1328         if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1329         {
1330                 // Fluid / Ineria mode. Looks mutch nicer.
1331                 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1332
1333                 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1334
1335                 if(!this.track_accel_pitch)             { this.track_accel_pitch = 0.5; }
1336                 if(!this.track_accel_rotate)    { this.track_accel_rotate = 0.5; }
1337                 if(!this.track_blendrate)               { this.track_blendrate = 0.35; }
1338         }
1339
1340         turret_initparams(this);
1341
1342         this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1343
1344         if(this.turret_flags & TUR_FLAG_SPLASH)
1345                 this.aim_flags |= TFL_AIM_SPLASH;
1346
1347         if(this.turret_flags & TUR_FLAG_MISSILE)
1348                 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1349
1350         if(this.turret_flags & TUR_FLAG_PLAYER)
1351                 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1352
1353         if(this.spawnflags & TSL_NO_RESPAWN)
1354                 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1355
1356         if (this.turret_flags & TUR_FLAG_SUPPORT)
1357                 this.turret_score_target = turret_targetscore_support;
1358         else
1359                 this.turret_score_target = turret_targetscore_generic;
1360
1361         ++turret_count;
1362
1363         _setmodel(this, tur.model);
1364         setsize(this, tur.m_mins, tur.m_maxs);
1365
1366         this.m_id                                       = tur.m_id;
1367         this.classname                          = "turret_main";
1368         this.active                                     = ACTIVE_ACTIVE;
1369         this.effects                            = EF_NODRAW;
1370         this.netname                            = tur.turret_name;
1371         this.ticrate                            = bound(sys_frametime, this.ticrate, 60);
1372         this.max_health                         = GetResource(this, RES_HEALTH);
1373         this.target_validate_flags      = this.target_select_flags;
1374         this.ammo                                       = this.ammo_max;
1375         this.ammo_recharge                 *= this.ticrate;
1376         this.solid                                      = SOLID_BBOX;
1377         this.takedamage                         = DAMAGE_AIM;
1378         set_movetype(this, MOVETYPE_NOCLIP);
1379         this.view_ofs                           = '0 0 0';
1380         this.idle_aim                           = '0 0 0';
1381         this.turret_firecheckfunc       = turret_firecheck;
1382         this.event_damage                       = turret_damage;
1383         this.event_heal                         = turret_heal;
1384         this.use                                        = turret_use;
1385         this.bot_attack                         = true;
1386         this.nextthink                          = time + 1;
1387         this.nextthink                     += turret_count * sys_frametime;
1388
1389         this.tur_head = new(turret_head);
1390         _setmodel(this.tur_head, tur.head_model);
1391         setsize(this.tur_head, '0 0 0', '0 0 0');
1392         setorigin(this.tur_head, '0 0 0');
1393         setattachment(this.tur_head, this, "tag_head");
1394
1395         this.tur_head.netname           = this.tur_head.classname;
1396         this.tur_head.team                      = this.team;
1397         this.tur_head.owner                     = this;
1398         this.tur_head.takedamage        = DAMAGE_NO;
1399         this.tur_head.solid                     = SOLID_NOT;
1400         set_movetype(this.tur_head, this.move_movetype);
1401
1402         this.weaponentities[0] = this; // lol
1403
1404         if(!this.tur_defend && this.target != "")
1405                 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1406
1407 #ifdef TURRET_DEBUG
1408         this.tur_debug_start = this.nextthink;
1409         while(vdist(this.tur_debug_rvec, <, 2))
1410                 this.tur_debug_rvec = randomvec() * 4;
1411
1412         this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1413         this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1414         this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1415 #endif
1416
1417         turret_link(this);
1418         turret_respawn(this);
1419         turret_tag_fire_update(this);
1420
1421         tur.tr_setup(tur, this);
1422
1423         if(MUTATOR_CALLHOOK(TurretSpawn, this))
1424                 return false;
1425
1426         return true;
1427 }
1428 #endif