]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/tturrets/system/system_main.qc
Merge remote branch 'origin/master' into fruitiex/animations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / tturrets / system / system_main.qc
index afddaef0d319bba83bbb419519bbdc8edc9f5329..de3e06537552308ec721306c96947a2c7bc16853 100644 (file)
@@ -1,30 +1,85 @@
 #define cvar_base "g_turrets_unit_"
-
-/*
-float turret_customizeentityforclient()
-{
+.float clientframe;
+void turrets_setframe(float _frame, float client_only)
+{        
+    if((client_only ? self.clientframe : self.frame ) != _frame)
+    {
+        self.SendFlags |= TNSF_ANIM;
+        self.anim_start_time = time;
+    }
+    
+     if(client_only)
+        self.clientframe = _frame;
+    else
+        self.frame = _frame;
+   
 }
 
-float Turret_SendEntity(entity to, float sf)
+float turret_send(entity to, float sf)
 {
-
-       WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
-       WriteCoord(MSG_ENTITY, self.tur_head.angles_x);
-       WriteCoord(MSG_ENTITY, self.tur_head.angles_y);
-    WriteByte(MSG_ENTITY, self.tur_head.frame);
-
-       //WriteCoord(MSG_ENTITY, self.tur_head.angles_z);
-
+       
+       WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);    
+       WriteByte(MSG_ENTITY, sf);
+       if(sf & TNSF_SETUP)
+       {
+           WriteByte(MSG_ENTITY, self.turret_type);
+           
+           WriteCoord(MSG_ENTITY, self.origin_x);
+           WriteCoord(MSG_ENTITY, self.origin_y);
+           WriteCoord(MSG_ENTITY, self.origin_z);
+           
+           WriteAngle(MSG_ENTITY, self.angles_x);
+           WriteAngle(MSG_ENTITY, self.angles_y);
+    }
+    
+    if(sf & TNSF_ANG)
+    {
+        WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
+        WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
+    }
+    
+    if(sf & TNSF_AVEL)
+    {        
+        WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
+        WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
+    }
+    
+    if(sf & TNSF_MOVE)
+    {
+        WriteShort(MSG_ENTITY, rint(self.origin_x));
+        WriteShort(MSG_ENTITY, rint(self.origin_y));
+        WriteShort(MSG_ENTITY, rint(self.origin_z));
+
+        WriteShort(MSG_ENTITY, rint(self.velocity_x));
+        WriteShort(MSG_ENTITY, rint(self.velocity_y));
+        WriteShort(MSG_ENTITY, rint(self.velocity_z));        
+        
+        WriteShort(MSG_ENTITY, rint(self.angles_y));        
+    }
+    
+    if(sf & TNSF_ANIM)
+    {
+        WriteCoord(MSG_ENTITY, self.anim_start_time);
+        WriteByte(MSG_ENTITY, self.frame);
+    }
+    
+    if(sf & TNSF_STATUS)
+    {
+        WriteByte(MSG_ENTITY, self.team);
+        
+        if(self.health <= 0)
+            WriteByte(MSG_ENTITY, 0);
+        else
+            WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255));
+    }
+    
        return TRUE;
 }
-*/
 
-void load_unit_settings(entity ent,string unitname,float is_reload)
+void load_unit_settings(entity ent, string unitname, float is_reload)
 {
     string sbase;
 
-    // dprint("Reloading turret ",e_turret.netname,"\n");
-
     if (ent == world)
         return;
 
@@ -59,8 +114,8 @@ void load_unit_settings(entity ent,string unitname,float is_reload)
 
     ent.target_range         = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
     ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
-    //ent.target_range_fire    = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
     ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
+    //ent.target_range_fire    = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
 
     ent.target_select_rangebias  = cvar(strcat(sbase,"_target_select_rangebias"));
     ent.target_select_samebias   = cvar(strcat(sbase,"_target_select_samebias"));
@@ -84,34 +139,15 @@ void load_unit_settings(entity ent,string unitname,float is_reload)
     if(is_reload)
         if(ent.turret_respawnhook)
             ent.turret_respawnhook();
-
-}
-
-/*
-float turret_stdproc_true()
-{
-    return 1;
-}
-
-float turret_stdproc_false()
-{
-    return 0;
 }
 
-
-void turret_stdproc_nothing()
-{
-    return;
-}
-*/
-
 /**
 ** updates enemy distances, predicted impact point/time
 ** and updated aim<->predict impact distance.
 **/
 void turret_do_updates(entity t_turret)
 {
-    vector enemy_pos,oldpos;
+    vector enemy_pos, oldpos;
     entity oldself;
 
     oldself = self;
@@ -121,8 +157,7 @@ void turret_do_updates(entity t_turret)
 
     turret_tag_fire_update();
 
-    self.tur_shotdir_updated = normalize(v_forward);
-
+    self.tur_shotdir_updated = v_forward;
     self.tur_dist_enemy  = vlen(self.tur_shotorg - enemy_pos);
     self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
 
@@ -136,20 +171,14 @@ void turret_do_updates(entity t_turret)
         if(trace_ent == self.enemy)
             self.tur_dist_impact_to_aimpos = 0;
         else
-            self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);// - (vlen(self.enemy.maxs - self.enemy.mins)*0.5);
-
-        self.tur_impactent             = trace_ent;
-        self.tur_impacttime            = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
-
+            self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
     }
     else
-        tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
-        //traceline(self.tur_shotorg, self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
-
-        self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins)*0.5);
-        self.tur_impactent             = trace_ent;
-        self.tur_impacttime            = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
-
+        tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
+       
+       self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);                
+       self.tur_impactent             = trace_ent;
+       self.tur_impacttime            = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
 
     self = oldself;
 }
@@ -224,13 +253,16 @@ vector turret_fovsearch_random()
 ** Handles head rotation according to
 ** the units .track_type and .track_flags
 **/
-//.entity aim_mark;
+.float turret_framecounter;
 void turret_stdproc_track()
 {
     vector target_angle; // This is where we want to aim
     vector move_angle;   // This is where we can aim
     float f_tmp;
-
+    vector v1, v2;
+    v1 = self.tur_head.angles;
+    v2 = self.tur_head.avelocity;
+    
     if (self.track_flags == TFL_TRACK_NO)
         return;
 
@@ -245,20 +277,18 @@ void turret_stdproc_track()
     }
     else
     {
-        // Find the direction
-        target_angle = normalize(self.tur_aimpos - self.tur_shotorg);
-        target_angle = vectoangles(target_angle); // And make a angle
+        target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); 
     }
-
-    self.tur_head.angles_x = safeangle(self.tur_head.angles_x);
-    self.tur_head.angles_y = safeangle(self.tur_head.angles_y);
+    
+    self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
+    self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
 
     // Find the diffrence between where we currently aim and where we want to aim
-    move_angle = target_angle - (self.angles + self.tur_head.angles);
-    move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
-
-
-
+    //move_angle = target_angle - (self.angles + self.tur_head.angles);
+    //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
+    
+    move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles; 
+    move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
 
     switch(self.track_type)
     {
@@ -283,13 +313,16 @@ void turret_stdproc_track()
                 if(self.tur_head.angles_y  < -self.aim_maxrot)
                     self.tur_head.angles_y = self.aim_maxrot;
             }
-
+            
+            // CSQC
+            self.SendFlags  = TNSF_ANG;
+            
             return;
 
         case TFL_TRACKTYPE_FLUIDINERTIA:
             f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
-            move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
-            move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
+            move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
+            move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
             move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
             break;
 
@@ -309,13 +342,17 @@ void turret_stdproc_track()
         {
             self.tur_head.avelocity_x = 0;
             self.tur_head.angles_x = self.aim_maxpitch;
+            
+            self.SendFlags  |= TNSF_ANG;
         }
+        
         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
         {
             self.tur_head.avelocity_x = 0;
-            self.tur_head.angles_x = self.aim_maxpitch;
+            self.tur_head.angles_x = -self.aim_maxpitch;
+                        
+            self.SendFlags  |= TNSF_ANG;
         }
-
     }
 
     //  rot
@@ -327,16 +364,28 @@ void turret_stdproc_track()
         {
             self.tur_head.avelocity_y = 0;
             self.tur_head.angles_y = self.aim_maxrot;
+            
+            self.SendFlags  |= TNSF_ANG;
         }
 
         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
         {
             self.tur_head.avelocity_y = 0;
-            self.tur_head.angles_y = self.aim_maxrot;
+            self.tur_head.angles_y = -self.aim_maxrot;
+            
+            self.SendFlags  |= TNSF_ANG;
         }
-
     }
-
+        
+    self.SendFlags  |= TNSF_AVEL;
+    
+    // Force a angle update every 10'th frame
+    self.turret_framecounter += 1;
+    if(self.turret_framecounter >= 10)
+    {        
+        self.SendFlags |= TNSF_ANG;
+        self.turret_framecounter = 0;
+    }            
 }
 
 
@@ -369,12 +418,13 @@ float turret_stdproc_firecheck()
 
     // Ready?
     if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
-        if (self.attack_finished_single >= time) return 0;
+        if (self.attack_finished_single > time) return 0;
 
     // Special case: volly fire turret that has to fire a full volly if a shot was fired.
     if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
-        if not (self.volly_counter == self.shot_volly)
-            return 1;
+        if (self.volly_counter != self.shot_volly)
+                       if(self.ammo >= self.shot_dmg)
+                               return 1;               
 
     // Lack of zombies makes shooting dead things unnecessary :P
     if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
@@ -395,15 +445,22 @@ float turret_stdproc_firecheck()
     if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
         if (self.enemy.ammo >= self.enemy.ammo_max)
             return 0;
+       
+       // Target of opertunity?
+       if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
+       {
+               self.enemy = self.tur_impactent;
+               return 1;
+       }                               
 
     if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
     {
-        // Not close enougth?
-        //if (self.tur_dist_aimpos > self.target_range_fire) return 0;
-
         // To close?
         if (self.tur_dist_aimpos < self.target_range_min)
-            return 0;
+                       if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)                    
+                               return 1; // Target of opertunity?
+                       else 
+                               return 0;                               
     }
 
     // Try to avoid FF?
@@ -416,8 +473,6 @@ float turret_stdproc_firecheck()
         if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
             return 0;
 
-        //if (self.tur_impactent != self.enemy)
-
     // Volly status
     if (self.shot_volly > 1)
         if (self.volly_counter == self.shot_volly)
@@ -448,7 +503,7 @@ float turret_stdproc_firecheck()
 ** Evaluate a entity for target valitity based on validate_flags
 ** NOTE: the caller must check takedamage before calling this, to inline this check.
 **/
-float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
+float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
 {
     vector v_tmp;
 
@@ -537,12 +592,8 @@ float turret_validate_target(entity e_turret,entity e_target,float validate_flag
     }
 
     // Can we even aim this thing?
-    tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
-    //tvt_thadv = angleofs(e_turret.angles,e_target);
-
-
-
-    tvt_tadv  = shortangle_vxy(angleofs(e_turret,e_target),e_turret.angles);
+    tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
+    tvt_tadv  = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
     tvt_thadf = vlen(tvt_thadv);
     tvt_tadf  = vlen(tvt_tadv);
 
@@ -595,7 +646,6 @@ entity turret_select_target()
     float  score;    // target looper entity score
     entity e_enemy;  // currently best scoreing target
     float  m_score;  // currently best scoreing target's score
-    float f;
 
     m_score = 0;
     if(self.enemy)
@@ -608,17 +658,17 @@ entity turret_select_target()
     else
         self.enemy = world;
 
-    e = findradius(self.origin,self.target_range);
+    e = findradius(self.origin, self.target_range);
 
     // Nothing to aim at?
-    if (!e) return world;
+    if (!e) 
+               return world;
 
     while (e)
     {
                if(e.takedamage)
                {
-                       f = turret_validate_target(self,e,self.target_select_flags);
-                       if (f > 0)
+                       if (turret_validate_target(self, e, self.target_select_flags) > 0)
                        {
                                score = self.turret_score_target(self,e);
                                if ((score > m_score) && (score > 0))
@@ -639,14 +689,14 @@ void turret_think()
     entity e;
 
     self.nextthink = time + self.ticrate;
-
+    
     // ONS uses somewhat backwards linking.
     if (teamplay)
     {
         if not (g_onslaught)
             if (self.target)
             {
-                e = find(world,targetname,self.target);
+                e = find(world, targetname,self.target);
                 if (e != world)
                     self.team = e.team;
             }
@@ -667,9 +717,8 @@ void turret_think()
     // Handle ammo
     if not (self.spawnflags & TSF_NO_AMMO_REGEN)
     if (self.ammo < self.ammo_max)
-        self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
-
-
+        self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
+                       
     // Inactive turrets needs to run the think loop,
     // So they can handle animation and wake up if need be.
     if not (self.tur_active)
@@ -678,15 +727,6 @@ void turret_think()
         return;
     }
 
-    //This is just wrong :| and unlikely to ever happen.
-    /*
-    if(self.deadflag != DEAD_NO)
-    {
-        dprint("WARNING: dead turret running the think function!\n");
-        return;
-    }
-    */
-
     // This is typicaly used for zaping every target in range
     // turret_fusionreactor uses this to recharge friendlys.
     if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
@@ -758,17 +798,22 @@ void turret_think()
 
         // Check if we have a vailid enemy, and try to find one if we dont.
 
-        // g_turrets_targetscan_maxdelay forces a target re-scan this often
+        // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
         float do_target_scan;
-        if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
+        if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
             do_target_scan = 1;
 
         // Old target (if any) invalid?
-        if (turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0)
-            do_target_scan = 1;
+        if(self.target_validate_time < time)
+        if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
+        {
+               self.enemy = world;
+               self.target_validate_time = time + 0.5;
+               do_target_scan = 1;
+        }
 
         // But never more often then g_turrets_targetscan_mindelay!
-        if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
+        if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
             do_target_scan = 0;
 
         if(do_target_scan)
@@ -792,7 +837,7 @@ void turret_think()
             return;
         }
         else
-            self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
+            self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
 
         // Predict?
         if not(self.aim_flags & TFL_AIM_NO)
@@ -809,25 +854,16 @@ void turret_think()
             turret_fire();
     }
 
-    // do any per-turret stuff
+    // do any custom per-turret stuff
     if(self.turret_postthink)
         self.turret_postthink();
 }
 
 void turret_fire()
 {
-    if (cvar("g_turrets_nofire") != 0)
+    if (autocvar_g_turrets_nofire != 0)
         return;
 
-    /*
-    // unlikely to ever happen.
-    if (self.deadflag != DEAD_NO)
-        return;
-
-    if not (self.tur_active)
-        return;
-    */
-
     self.turret_firefunc();
 
     self.attack_finished_single = time + self.shot_refire;
@@ -857,11 +893,11 @@ void turret_stdproc_fire()
 
 /*
     When .used a turret switch team to activator.team.
-    If activator is world, the turrets goes inactive.
+    If activator is world, the turret go inactive.
 */
 void turret_stdproc_use()
 {
-    dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
+    dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
 
     self.team = activator.team;
 
@@ -874,9 +910,10 @@ void turret_stdproc_use()
 
 void turret_link()
 {
-    //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
+    Net_LinkEntity(self, TRUE, 0, turret_send);
     self.think      = turret_think;
     self.nextthink  = time;
+    self.tur_head.effects = EF_NODRAW;
 }
 
 void turrets_manager_think()
@@ -884,7 +921,7 @@ void turrets_manager_think()
     self.nextthink = time + 1;
 
     entity e;
-    if (cvar("g_turrets_reloadcvars") == 1)
+    if (autocvar_g_turrets_reloadcvars == 1)
     {
         e = nextent(world);
         while (e)
@@ -907,20 +944,27 @@ void turrets_manager_think()
 * (unless you have a very good reason not to)
 * if the return value is 0, the turret should be removed.
 */
-float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head)
+float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
 {
        entity e, ee;
 
-    // Are turrets allowed atm?
-    if (cvar("g_turrets") == 0)
+    // Are turrets allowed?
+    if (autocvar_g_turrets == 0)
         return 0;
-
-
+    
+    if(_turret_type < 1 || _turret_type > TID_LAST)
+    {
+        dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
+        return 0;
+    }    
+    self.turret_type = _turret_type;
+    
     e = find(world, classname, "turret_manager");
     if not (e)
     {
         e = spawn();
 
+        /*
         setorigin(e,'0 0 0');
         setmodel(e,"models/turrets/plasma.md3");
         vector v;
@@ -931,23 +975,27 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
             //crash();
         }
         setmodel(e,"");
+        */
 
         e.classname = "turret_manager";
         e.think = turrets_manager_think;
         e.nextthink = time + 2;
     }
 
+    /*
     if(csqc_shared)
     {
         dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
         csqc_shared = 0;
     }
-
+    */
+    
     if not (self.spawnflags & TSF_SUSPENDED)
         droptofloor_builtin();
 
     // Terrainbase spawnflag. This puts a enlongated model
     // under the turret, so it looks ok on uneaven surfaces.
+    /*  TODO: Handle this with CSQC
     if (self.spawnflags & TSF_TERRAINBASE)
     {
         entity tb;
@@ -956,18 +1004,21 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
         setorigin(tb,self.origin);
         tb.solid = SOLID_BBOX;
     }
+    */
 
     self.cvar_basename = cvar_base_name;
-    load_unit_settings(self,self.cvar_basename, 0);
+    load_unit_settings(self, self.cvar_basename, 0);
 
+    self.effects = EF_NODRAW;
+    
     // Handle turret teams.
-    if (cvar("g_assault") != 0)
+    if (autocvar_g_assault != 0)
     {
         if not (self.team)
             self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
     }
     else if not (teamplay)
-               self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
+               self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same teamso they dont kill eachother.
        else if(g_onslaught && self.targetname)
        {
                e = find(world,target,self.targetname);
@@ -978,7 +1029,7 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
                }
        }
        else if(!self.team)
-               self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
+               self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same teamso they dont kill eachother.
 
     /*
     * Try to guess some reasonaly defaults
@@ -988,11 +1039,11 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
     * as possible beforehand.
     */
     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
-        if not (self.ticrate) self.ticrate = 0.2;     // Support units generaly dont need to have a high speed ai-loop
+        self.ticrate = 0.2;     // Support units generaly dont need to have a high speed ai-loop
     else
-        if not (self.ticrate) self.ticrate = 0.1;     // 10 fps for normal turrets
+        self.ticrate = 0.1;     // 10 fps for normal turrets
 
-    self.ticrate = bound(sys_frametime,self.ticrate,60);  // keep it sane
+    self.ticrate = bound(sys_frametime, self.ticrate, 60);  // keep it sane
 
 // General stuff
     if (self.netname == "")
@@ -1000,50 +1051,50 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
 
     if not (self.respawntime)
         self.respawntime = 60;
-    self.respawntime = max(-1,self.respawntime);
+    self.respawntime = max(-1, self.respawntime);
 
     if not (self.health)
         self.health = 1000;
-    self.tur_health = max(1,self.health);
+    self.tur_health = max(1, self.health);
 
     if not (self.turrcaps_flags)
         self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
 
-    if (!self.damage_flags)
+    if not (self.damage_flags)
         self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
 
 // Shot stuff.
     if not (self.shot_refire)
         self.shot_refire = 1;
-    self.shot_refire = bound(0.01,self.shot_refire,9999);
+    self.shot_refire = bound(0.01, self.shot_refire, 9999);
 
     if not (self.shot_dmg)
         self.shot_dmg  = self.shot_refire * 50;
-    self.shot_dmg = max(1,self.shot_dmg);
+    self.shot_dmg = max(1, self.shot_dmg);
 
     if not (self.shot_radius)
         self.shot_radius = self.shot_dmg * 0.5;
-    self.shot_radius = max(1,self.shot_radius);
+    self.shot_radius = max(1, self.shot_radius);
 
     if not (self.shot_speed)
         self.shot_speed = 2500;
-    self.shot_speed = max(1,self.shot_speed);
+    self.shot_speed = max(1, self.shot_speed);
 
     if not (self.shot_spread)
         self.shot_spread = 0.0125;
-    self.shot_spread = bound(0.0001,self.shot_spread,500);
+    self.shot_spread = bound(0.0001, self.shot_spread, 500);
 
     if not (self.shot_force)
         self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
-    self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
+    self.shot_force = bound(0.001, self.shot_force, 5000);
 
     if not (self.shot_volly)
         self.shot_volly = 1;
-    self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
+    self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
 
     if not (self.shot_volly_refire)
         self.shot_volly_refire = self.shot_refire * self.shot_volly;
-    self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
+    self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
 
     if not (self.firecheck_flags)
         self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
@@ -1053,37 +1104,33 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
 // Range stuff.
     if not (self.target_range)
         self.target_range = self.shot_speed * 0.5;
-    self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
+    self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
 
     if not (self.target_range_min)
         self.target_range_min = self.shot_radius * 2;
-    self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
-
-    //if (!self.target_range_fire)
-    //    self.target_range_fire = self.target_range * 0.8;
-    //self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
+    self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
 
     if not (self.target_range_optimal)
         self.target_range_optimal = self.target_range * 0.5;
-    self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
+    self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
 
 
 // Aim stuff.
     if not (self.aim_maxrot)
         self.aim_maxrot = 90;
-    self.aim_maxrot = bound(0,self.aim_maxrot,360);
+    self.aim_maxrot = bound(0, self.aim_maxrot, 360);
 
     if not (self.aim_maxpitch)
         self.aim_maxpitch = 20;
-    self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
+    self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
 
     if not (self.aim_speed)
         self.aim_speed = 36;
-    self.aim_speed  = bound(0.1,self.aim_speed, 1000);
+    self.aim_speed  = bound(0.1, self.aim_speed, 1000);
 
     if not (self.aim_firetolerance_dist)
         self.aim_firetolerance_dist  = 5 + (self.shot_radius * 2);
-    self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
+    self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
 
     if not (self.aim_flags)
     {
@@ -1092,19 +1139,17 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
             self.aim_flags |= TFL_AIM_GROUND2;
     }
 
-    // Sill the most tested (and aim-effective)
     if not (self.track_type)
         self.track_type = TFL_TRACKTYPE_STEPMOTOR;
 
     if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
     {
-        // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
-        // Can inmapt aim preformance alot.
-        // needs a bit diffrent aimspeed
+        // Fluid / Ineria mode. Looks mutch nicer.
+        // Can reduce aim preformance alot, needs a bit diffrent aimspeed
 
         if not (self.aim_speed)
             self.aim_speed = 180;
-        self.aim_speed = bound(0.1,self.aim_speed, 1000);
+        self.aim_speed = bound(0.1, self.aim_speed, 1000);
 
         if not (self.track_accel_pitch)
             self.track_accel_pitch = 0.5;
@@ -1123,21 +1168,21 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
 // Target selection stuff.
     if not (self.target_select_rangebias)
         self.target_select_rangebias = 1;
-    self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
+    self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
 
     if not (self.target_select_samebias)
         self.target_select_samebias = 1;
-    self.target_select_samebias = bound(-10,self.target_select_samebias,10);
+    self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
 
     if not (self.target_select_anglebias)
         self.target_select_anglebias = 1;
-    self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
+    self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
 
     if not (self.target_select_missilebias)
         self.target_select_missilebias = -10;
 
-    self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
-    self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
+    self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
+    self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
 
     if not (self.target_select_flags)
     {
@@ -1155,19 +1200,18 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
 
     self.target_validate_flags = self.target_select_flags;
 
-
 // Ammo stuff
     if not (self.ammo_max)
         self.ammo_max = self.shot_dmg * 10;
-    self.ammo_max = max(self.shot_dmg,self.ammo_max);
+    self.ammo_max = max(self.shot_dmg, self.ammo_max);
 
     if not (self.ammo)
         self.ammo = self.shot_dmg * 5;
-    self.ammo = bound(0,self.ammo,self.ammo_max);
+    self.ammo = bound(0,self.ammo, self.ammo_max);
 
     if not (self.ammo_recharge)
         self.ammo_recharge = self.shot_dmg * 0.5;
-    self.ammo_recharge = max(0,self.ammo_recharge);
+    self.ammo_recharge = max(0 ,self.ammo_recharge);
 
     // Convert the recharge from X per sec to X per ticrate
     self.ammo_recharge = self.ammo_recharge * self.ticrate;
@@ -1182,6 +1226,13 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
 
 // Offsets & origins
     if (!self.tur_shotorg)   self.tur_shotorg = '50 0 50';
+    
+    if (!self.health)
+        self.health = 150;
+
+// Game hooks
+       if(MUTATOR_CALLHOOK(TurretSpawn))
+               return 0;
 
 // End of default & sanety checks, start building the turret.
 
@@ -1191,18 +1242,15 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
     self.tur_head.team    = self.team;
     self.tur_head.owner   = self;
 
-    setmodel(self,base);
-    setmodel(self.tur_head,head);
+    setmodel(self, base);
+    setmodel(self.tur_head, head);
 
-    setsize(self,'-32 -32 0','32 32 64');
-    setsize(self.tur_head,'0 0 0','0 0 0');
+    setsize(self, '-32 -32 0', '32 32 64');
+    setsize(self.tur_head, '0 0 0', '0 0 0');
 
-    setorigin(self.tur_head,'0 0 0');
+    setorigin(self.tur_head, '0 0 0');
     setattachment(self.tur_head, self, "tag_head");
 
-    if (!self.health)
-        self.health = 150;
-
     self.tur_health          = self.health;
     self.solid               = SOLID_BBOX;
     self.tur_head.solid      = SOLID_NOT;
@@ -1225,39 +1273,23 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
 
     // In target defend mode, aim on the spot to defend when idle.
     if (self.tur_defend)
-        self.idle_aim  = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
+        self.idle_aim  = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
     else
         self.idle_aim  = '0 0 0';
 
-    // Team color
-    if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
-    if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
-
     // Attach stdprocs. override when and what needed
+    self.turret_firecheckfunc   = turret_stdproc_firecheck;
+    self.turret_firefunc        = turret_stdproc_fire;
+    self.event_damage           = turret_stdproc_damage;
+    
     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
-    {
         self.turret_score_target    = turret_stdproc_targetscore_support;
-        self.turret_firecheckfunc   = turret_stdproc_firecheck;
-        self.turret_firefunc        = turret_stdproc_fire;
-        self.event_damage           = turret_stdproc_damage;
-    }
     else
-    {
         self.turret_score_target    = turret_stdproc_targetscore_generic;
-        self.turret_firecheckfunc   = turret_stdproc_firecheck;
-        self.turret_firefunc        = turret_stdproc_fire;
-        self.event_damage           = turret_stdproc_damage;
-    }
 
     self.use = turret_stdproc_use;
     self.bot_attack = TRUE;
 
-    // Initiate the main AI loop
-    if(csqc_shared)
-        self.think     = turret_link;
-    else
-        self.think     = turret_think;
-
     ++turret_count;
     self.nextthink = time + 1;
     self.nextthink +=  turret_count * sys_frametime;
@@ -1288,7 +1320,13 @@ float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base
         activator = ee;
         self.use();
     }
-
+    
+       turret_link();
+       turret_stdproc_respawn();
+           
+    if (!turret_tag_fire_update())
+        dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
+    
     return 1;
 }