if not (e_target)\r
return -2;\r
\r
+ if(e_target.predator.classname == "player") // don't shoot someone from the belly\r
+ return -3;\r
+\r
if(g_onslaught)\r
if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!\r
- return - 3;\r
+ return - 4;\r
\r
if (validate_flags & TFL_TARGETSELECT_NO)\r
- return -4;\r
+ return -5;\r
\r
// If only this was used more..\r
if (e_target.flags & FL_NOTARGET)\r
- return -5;\r
+ return -6;\r
\r
// Cant touch this\r
if (e_target.health < 0)\r
- return -6;\r
+ return -7;\r
\r
// player\r
if (e_target.flags & FL_CLIENT)\r
{\r
if not (validate_flags & TFL_TARGETSELECT_PLAYERS)\r
- return -7;\r
+ return -8;\r
\r
if (e_target.deadflag != DEAD_NO)\r
- return -8;\r
+ return -9;\r
}\r
\r
// enemy turrets\r
if (validate_flags & TFL_TARGETSELECT_NOTURRETS)\r
if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)\r
if(e_target.team != e_turret.team) // Dont break support units.\r
- return -9;\r
+ return -10;\r
\r
// Missile\r
if (e_target.flags & FL_PROJECTILE)\r
if not (validate_flags & TFL_TARGETSELECT_MISSILES)\r
- return -10;\r
+ return -11;\r
\r
if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)\r
if not (e_target.flags & FL_PROJECTILE)\r
- return -10.5;\r
+ return -11.5;\r
\r
// Team check\r
if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)\r
if (validate_flags & TFL_TARGETSELECT_OWNTEAM)\r
{\r
if (e_target.team != e_turret.team)\r
- return -11;\r
+ return -12;\r
\r
if (e_turret.team != e_target.owner.team)\r
- return -12;\r
+ return -13;\r
}\r
else\r
{\r
if (e_target.team == e_turret.team)\r
- return -13;\r
+ return -14;\r
\r
if (e_turret.team == e_target.owner.team)\r
- return -14;\r
+ return -15;\r
}\r
}\r
\r
if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)\r
{\r
if (tvt_dist < e_turret.target_range_min)\r
- return -15;\r
+ return -16;\r
\r
if (tvt_dist > e_turret.target_range)\r
- return -16;\r
+ return -17;\r
}\r
\r
// Can we even aim this thing?\r
if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)\r
{\r
if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)\r
- return -17;\r
+ return -18;\r
\r
if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)\r
- return -18;\r
+ return -19;\r
}\r
\r
// Line of sight?\r
traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);\r
\r
if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))\r
- return -19;\r
+ return -20;\r
}\r
\r
if (e_target.classname == "grabber")\r
- return -20;\r
+ return -21;\r
\r
/*\r
if (e_target.classname == "func_button")\r
- return -21;\r
+ return -22;\r
*/\r
\r
// Don't attack in RPG if this is not allowed\r
if(cvar("g_rpg") && !cvar("g_rpg_turretattack"))\r
- return -22;\r
+ return -23;\r
\r
#ifdef TURRET_DEBUG_TARGETSELECT\r
dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");\r