17 if (it.tur_head.frame != 0)
19 if (it.tur_head.frame > 5)
20 it.tur_head.frame = 0;
40 this.
enemy = e_target;
55 PAR(_(
"The %s fires a single powerful homing rocket with the ability to evade obstacles to find its target. "
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
bool turret_hk_addtarget(entity this, entity e_target, entity e_sender)
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
Evaluate a entity for target valitity based on validate_flags NOTE: the caller must check takedamage ...
bool turret_initialize(entity this, Turret tur)
const int TFL_TARGETSELECT_TEAMCHECK
don't attack teammates
int target_validate_flags
const int TFL_FIRECHECK_DEAD
don't attack dead targets (zombies?)
const int TFL_TARGETSELECT_TRIGGERTARGET
respond to turret_trigger_target events
const int TFL_TARGETSELECT_RANGELIMITS
limit target selection range
const int TFL_SHOOT_CLEARTARGET
lose target after attack (after volly is done if in volly mode)
const int TFL_AMMO_ROCKETS
uses explosives
const int TFL_FIRECHECK_REFIRE
check single attack finished delays
const int TFL_TARGETSELECT_VEHICLES
target manned vehicles
const int TFL_TARGETSELECT_LOS
require line of sight to find targets
const int TFL_AMMO_RECHARGE
regenerates ammo
const int TFL_FIRECHECK_TEAMCHECK
don't attack teammates
const int TFL_AIM_SIMPLE
aim at player's current location
const int TFL_FIRECHECK_AFF
try to avoid any friendly fire