70 returns(this.m_name, icon_path_from_HUDskin(this.m_icon));
156#define ammo_flags currentammo
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
virtual void tr_attack()
(SERVER) called when turret attacks
string m_name
human readable name
ATTRIB(Turret, mdl, string)
currently a copy of the model
vector m_maxs
turret hitbox size
ATTRIB(Turret, model, string)
full name of model
virtual void tr_death()
(SERVER) called when turret dies
ATTRIB(Turret, m_icon, string)
icon
virtual void tr_setup()
(BOTH) setup turret data
virtual void tr_precache()
(BOTH) precaches models/sounds used by this turret
virtual void tr_config()
(SERVER) dump turret cvars to config in data directory (see: sv_cmd dumpturrets)
vector m_mins
turret hitbox size
virtual void tr_think()
(SERVER) logic to run every frame
ATTRIB(Turret, head_model, string)
full name of tur_head model
ATTRIB(Turret, m_weapon, Weapon)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
virtual void wr_think()
(SERVER) logic to run every frame
#define METHOD(cname, name, prototype)
const int TUR_FLAG_ROAM
roams around if not attacking
const int TFL_TRACK_NO
don't move head
const int TFL_TARGETSELECT_ANGLELIMITS
apply extra angular limits to target selection
const int TUR_FLAG_SUPPORT
supports other units
const int TFL_FIRECHECK_DISTANCES
another range check
const int TFL_DMG_HEADSHAKE
damage shakes head
const int TUR_FLAG_RECIEVETARGETS
can recieve targets from external sources
const int TNSF_FULL_UPDATE
const int TFL_TARGETSELECT_TEAMCHECK
don't attack teammates
const int TUR_FLAG_HITSCAN
hit scan
const int TFL_FIRECHECK_AMMO_OWN
own ammo needs to be larger than damage dealt
const int TUR_FLAG_MISSILE
can damage missiles
int target_validate_flags
const int TFL_DMG_YES
can be damaged
const int TUR_FLAG_NONE
no abilities
const int TUR_FLAG_ISTURRET
identifies this unit as a turret
const int TFL_SHOOT_VOLLYALWAYS
always do a full volly, even if target is lost
const int TFL_FIRECHECK_DEAD
don't attack dead targets (zombies?)
const int TFL_AIM_LEAD
try to predict target movement
const int TFL_TARGETSELECT_TRIGGERTARGET
respond to turret_trigger_target events
const int TFL_DMG_TARGETLOSS
loses target when damaged
const int TFL_TARGETSELECT_PLAYERS
target players
const int TFL_AIM_SPLASH
aim for ground around the target's feet
const int TSF_NO_AMMO_REGEN
disable builtin ammo regeneration
const int TUR_FLAG_PLAYER
can damage players
const int TFL_FIRECHECK_AIMDIST
consider distance impactpoint<->aimspot
const int TFL_DMG_TEAM
can be damaged by teammates
const int TFL_TARGETSELECT_RANGELIMITS
limit target selection range
const int TUR_FLAG_FASTPROJ
turret fires fast projectiles
const int TFL_DMG_RETALIATE_TEAM
target attackers, even if on same team
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_AIM_ZPREDICT
predict target's z position at impact
const int TSF_NO_PATHBREAK
don't break path to chase enemies, will still fire at them if possible
const int TFL_FIRECHECK_AMMO_OTHER
target's ammo needs to be less than max
const int TFL_TRACK_ROTATE
rotate head
const int TUR_FLAG_SNIPER
sniping turret
const int TFL_DMG_AIMSHAKE
damage throws off aim
const int TFL_TARGETSELECT_NO
don't automatically find targets
const int TFL_AMMO_BULLETS
uses bullets
const int TFL_FIRECHECK_REFIRE
check single attack finished delays
const int TFL_TARGETSELECT_NOBUILTIN
only attack targets when triggered
const int TSL_NO_RESPAWN
don't re-spawn
const int TFL_TARGETSELECT_VEHICLES
target manned vehicles
const int TFL_AIM_SHOTTIMECOMPENSATE
compensate for shot traveltime when leading
const int TFL_AMMO_ENERGY
uses power
const int TFL_FIRECHECK_LOS
line of sight
const int TFL_AIM_NO
no aiming
const int TFL_DMG_RETALIATE
target attackers
const int TSF_TERRAINBASE
currently unused
const int TFL_TARGETSELECT_LOS
require line of sight to find targets
const int TFL_FIRECHECK_NO
no prefire checks
const int TFL_SHOOT_VOLLY
fire in vollies
const int TFL_AMMO_RECHARGE
regenerates ammo
const int TFL_AMMO_NONE
doesn't use ammo
const int TFL_DMG_DEATH_NORESPAWN
no re-spawning
const int TFL_FIRECHECK_TEAMCHECK
don't attack teammates
const int TUR_FLAG_GUIDED
laser guided projectiles
const int TFL_TARGETSELECT_FOV
extra limits to attack range
const int TFL_TRACK_PITCH
pitch head
const int TFL_SHOOT_NO
no attacking
const int TFL_AMMO_RECIEVE
can recieve ammo from support units
const int TUR_FLAG_SPLASH
can deal splash damage
const int TUR_FLAG_MOVE
can move
const int TFL_TARGETSELECT_MISSILES
target projectiles
const int TUR_FLAG_SLOWPROJ
turret fires slow projectiles
const int TSL_ROAM
roam while idle
const int TFL_AIM_SIMPLE
aim at player's current location
const int TFL_TARGETSELECT_NOTURRETS
don't attack other turrets
const int TFL_FIRECHECK_REALDIST
consider enemy origin<->impactpoint
const int TFL_TARGETSELECT_OWNTEAM
only attack teammates
const int TUR_FLAG_MEDPROJ
turret fires medium projectiles
const int TFL_SHOOT_CUSTOM
custom attacking
const int TFL_TARGETSELECT_MISSILESONLY
only attack missiles
const int TUR_FLAG_MULTIGUN
multiple guns
const int TFL_FIRECHECK_AFF
try to avoid any friendly fire
const int TFL_DMG_NO
doesn't take damage
const int TFL_FIRECHECK_ANGLEDIST
consider angular diff head<->aimspot
const int TUR_FLAG_AMMOSOURCE
can provide ammunition
const int TFL_SHOOT_HITALLVALID
loop through all valid targets
entity weaponentities[MAX_WEAPONSLOTS]