// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "q_shared.h"

void G_SetEnemy( gentity_t *self, gentity_t *enemy );
qboolean turret_base_spawn_top( gentity_t *base );
void ObjectDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );

//------------------------------------------------------------------------------------------------------------
void TurretPain( gentity_t *self, gentity_t *attacker, int damage )
//------------------------------------------------------------------------------------------------------------
{
	if (self->target_ent)
	{
		self->target_ent->health = self->health;
		if (self->target_ent->maxHealth)
		{
			G_ScaleNetHealth(self->target_ent);
		}
	}

	if ( attacker->client && attacker->client->ps.weapon == WP_DEMP2 )
	{
		self->attackDebounceTime = level.time + 800 + random() * 500;
		self->painDebounceTime = self->attackDebounceTime;
	}
	if ( !self->enemy )
	{//react to being hit
		G_SetEnemy( self, attacker );
	}
}

//------------------------------------------------------------------------------------------------------------
void TurretBasePain( gentity_t *self, gentity_t *attacker, int damage )
//------------------------------------------------------------------------------------------------------------
{
	if (self->target_ent)
	{
		self->target_ent->health = self->health;
		if (self->target_ent->maxHealth)
		{
			G_ScaleNetHealth(self->target_ent);
		}

		TurretPain(self->target_ent, attacker, damage);
	}
}

//------------------------------------------------------------------------------------------------------------
void auto_turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
	vec3_t	forward = { 0,0, 1 }, pos;

	// Turn off the thinking of the base & use it's targets
	g_entities[self->r.ownerNum].think = NULL;
	g_entities[self->r.ownerNum].use = NULL;

	// clear my data
	self->die = NULL;
	self->takedamage = qfalse;
	self->s.health = self->health = 0;
	self->s.maxhealth = self->maxHealth = 0;
	self->s.loopSound = 0;
	self->s.shouldtarget = qfalse;
	//self->s.owner = MAX_CLIENTS; //not owned by any client

	VectorCopy( self->r.currentOrigin, pos );
	pos[2] += self->r.maxs[2]*0.5f;
	G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );
	G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward );
	
	if ( self->splashDamage > 0 && self->splashRadius > 0 )
	{
		G_RadiusDamage( self->r.currentOrigin, 
						attacker, 
						self->splashDamage, 
						self->splashRadius, 
						attacker,
						NULL,
						MOD_UNKNOWN );
	}

	self->s.weapon = 0; // crosshair code uses this to mark crosshair red


	if ( self->s.modelindex2 )
	{
		// switch to damage model if we should
		self->s.modelindex = self->s.modelindex2;

		if (self->target_ent && self->target_ent->s.modelindex2)
		{
			self->target_ent->s.modelindex = self->target_ent->s.modelindex2;
		}

		VectorCopy( self->r.currentAngles, self->s.apos.trBase );
		VectorClear( self->s.apos.trDelta );
		
		if ( self->target )
		{
			G_UseTargets( self, attacker );
		}
	}
	else
	{
		ObjectDie( self, inflictor, attacker, damage, meansOfDeath );
	}
}

//------------------------------------------------------------------------------------------------------------
void bottom_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
	// Always clear my max health, otherwise, the top dies first, and this check fails:
	self->s.maxhealth = self->maxHealth = 0;	// BTO - Is this the right fix?

	if (self->target_ent && self->target_ent->health > 0)
	{
		self->target_ent->health = self->health;
		if (self->target_ent->maxHealth)
		{
			G_ScaleNetHealth(self->target_ent);
		}
		auto_turret_die(self->target_ent, inflictor, attacker, damage, meansOfDeath);
	}
}

#define START_DIS 15

//----------------------------------------------------------------
static void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
//----------------------------------------------------------------
{
	vec3_t		org;
	gentity_t	*bolt;

	if ( (trap_PointContents( start, ent->s.number )&MASK_SHOT) )
	{
		return;
	}

	VectorMA( start, -START_DIS, dir, org ); // dumb....
	G_PlayEffectID( ent->genericValue13, org, dir );

	bolt = G_Spawn();
	
	//use a custom shot effect
	bolt->s.otherEntityNum2 = ent->genericValue14;
	//use a custom impact effect
	bolt->s.emplacedOwner = ent->genericValue15;

	bolt->classname = "turret_proj";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_FreeEntity;
	bolt->s.eType = ET_MISSILE;
	bolt->s.weapon = WP_EMPLACED_GUN;
	bolt->r.ownerNum = ent->s.number;
	bolt->damage = ent->damage;
	bolt->alliedTeam = ent->alliedTeam;
	bolt->teamnodmg = ent->teamnodmg;
	//bolt->dflags = DAMAGE_NO_KNOCKBACK;// | DAMAGE_HEAVY_WEAP_CLASS;		// Don't push them around, or else we are constantly re-aiming
	bolt->splashDamage = ent->damage;
	bolt->splashRadius = 100;
	bolt->methodOfDeath = MOD_TARGET_LASER;
	bolt->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
	//bolt->trigger_formation = qfalse;		// don't draw tail on first frame	

	VectorSet( bolt->r.maxs, 1.5, 1.5, 1.5 );
	VectorScale( bolt->r.maxs, -1, bolt->r.mins );
	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time;
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, ent->mass, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );		// save net bandwidth
	VectorCopy( start, bolt->r.currentOrigin);

	bolt->parent = ent;
}

//-----------------------------------------------------
void turret_head_think( gentity_t *self )
//-----------------------------------------------------
{
	gentity_t *top = &g_entities[self->r.ownerNum];
	if ( !top )
	{
		return;
	}
	if ( self->painDebounceTime > level.time )
	{
		vec3_t	v_up;
		VectorSet( v_up, 0, 0, 1 );
		G_PlayEffect( EFFECT_SPARKS, self->r.currentOrigin, v_up );
		if ( Q_irand( 0, 3) )
		{//25% chance of still firing
			return;
		}
	}
	// if it's time to fire and we have an enemy, then gun 'em down!  pushDebounce time controls next fire time
	if ( self->enemy && self->setTime < level.time && self->attackDebounceTime < level.time )
	{
		vec3_t		fwd, org;
		// set up our next fire time
		self->setTime = level.time + self->wait;

		/*
		mdxaBone_t	boltMatrix;

		// Getting the flash bolt here
		gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, 
					self->torsoBolt,
					&boltMatrix, self->r.currentAngles, self->r.currentOrigin, (cg.time?cg.time:level.time),
					NULL, self->s.modelScale );

		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, POSITIVE_Y, fwd );
		*/
		VectorCopy( top->r.currentOrigin, org );
		org[2] += top->r.maxs[2]-8;
		AngleVectors( top->r.currentAngles, fwd, NULL, NULL );

		VectorMA( org, START_DIS, fwd, org );

		turret_fire( top, org, fwd );
		self->fly_sound_debounce_time = level.time;//used as lastShotTime
	}
}

//-----------------------------------------------------
static void turret_aim( gentity_t *self )
//-----------------------------------------------------
{
	vec3_t	enemyDir, org, org2;
	vec3_t	desiredAngles, setAngle;
	float	diffYaw = 0.0f, diffPitch = 0.0f, turnSpeed;
	const float pitchCap = 40.0f;
	gentity_t *top = &g_entities[self->r.ownerNum];
	if ( !top )
	{
		return;
	}

	// move our gun base yaw to where we should be at this time....
	BG_EvaluateTrajectory( &top->s.apos, level.time, top->r.currentAngles );
	top->r.currentAngles[YAW] = AngleNormalize180( top->r.currentAngles[YAW] );
	top->r.currentAngles[PITCH] = AngleNormalize180( top->r.currentAngles[PITCH] );
	turnSpeed = top->speed;

	if ( self->painDebounceTime > level.time )
	{
		desiredAngles[YAW] = top->r.currentAngles[YAW]+flrand(-45,45);
		desiredAngles[PITCH] = top->r.currentAngles[PITCH]+flrand(-10,10);

		if (desiredAngles[PITCH] < -pitchCap)
		{
			desiredAngles[PITCH] = -pitchCap;
		}
		else if (desiredAngles[PITCH] > pitchCap)
		{
			desiredAngles[PITCH] = pitchCap;
		}

		diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
		diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
		turnSpeed = flrand( -5, 5 );
	}
	else if ( self->enemy )
	{
		// ...then we'll calculate what new aim adjustments we should attempt to make this frame
		// Aim at enemy
		VectorCopy( self->enemy->r.currentOrigin, org );
		org[2]+=self->enemy->r.maxs[2]*0.5f;
		if (self->enemy->s.eType == ET_NPC &&
			self->enemy->s.NPC_class == CLASS_VEHICLE &&
			self->enemy->m_pVehicle &&
			self->enemy->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
		{ //hack!
			org[2] += 32.0f;
		}
		/*
		mdxaBone_t	boltMatrix;

		// Getting the "eye" here
		gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, 
					self->torsoBolt,
					&boltMatrix, self->r.currentAngles, self->s.origin, (cg.time?cg.time:level.time),
					NULL, self->s.modelScale );

		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org2 );
		*/
		VectorCopy( top->r.currentOrigin, org2 );

		VectorSubtract( org, org2, enemyDir );
		vectoangles( enemyDir, desiredAngles );
		desiredAngles[PITCH] = AngleNormalize180(desiredAngles[PITCH]);

		if (desiredAngles[PITCH] < -pitchCap)
		{
			desiredAngles[PITCH] = -pitchCap;
		}
		else if (desiredAngles[PITCH] > pitchCap)
		{
			desiredAngles[PITCH] = pitchCap;
		}

		diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
		diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
	}
	else
	{//FIXME: Pan back and forth in original facing
		// no enemy, so make us slowly sweep back and forth as if searching for a new one
		desiredAngles[YAW] = sin( level.time * 0.0001f + top->count );
		desiredAngles[YAW] *=  60.0f;
		desiredAngles[YAW] += self->s.angles[YAW];
		desiredAngles[YAW] = AngleNormalize180( desiredAngles[YAW] );
		diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
		diffPitch = AngleSubtract( 0, top->r.currentAngles[PITCH] );
		turnSpeed = 1.0f;
	}

	if ( diffYaw )
	{
		// cap max speed....
		if ( fabs(diffYaw) > turnSpeed )
		{
			diffYaw = ( diffYaw >= 0 ? turnSpeed : -turnSpeed );
		}
	}
	if ( diffPitch )
	{
		if ( fabs(diffPitch) > turnSpeed )
		{
			// cap max speed
			diffPitch = (diffPitch > 0.0f ? turnSpeed : -turnSpeed );
		}
	}
	// ...then set up our desired yaw
	VectorSet( setAngle, diffPitch, diffYaw, 0 );

	VectorCopy( top->r.currentAngles, top->s.apos.trBase );
	VectorScale( setAngle, (1000/FRAMETIME), top->s.apos.trDelta );
	top->s.apos.trTime = level.time;
	top->s.apos.trType = TR_LINEAR_STOP;
	top->s.apos.trDuration = FRAMETIME;

	if ( diffYaw || diffPitch )
	{
		top->s.loopSound = G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" );
	}
	else
	{
		top->s.loopSound = 0;
	}
}

//-----------------------------------------------------
static void turret_turnoff( gentity_t *self )
//-----------------------------------------------------
{
	gentity_t *top = &g_entities[self->r.ownerNum];
	if ( top != NULL )
	{//still have a top
		//stop it from rotating
		VectorCopy( top->r.currentAngles, top->s.apos.trBase );
		VectorClear( top->s.apos.trDelta );
		top->s.apos.trTime = level.time;
		top->s.apos.trType = TR_STATIONARY;
	}

	self->s.loopSound = 0;
	// shut-down sound
	//G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));

	// Clear enemy
	self->enemy = NULL;
}

//-----------------------------------------------------
static void turret_sleep( gentity_t *self )
//-----------------------------------------------------
{
	if ( self->enemy == NULL )
	{
		// we don't need to play sound
		return;
	}

	// make turret play ping sound for 5 seconds
	self->aimDebounceTime = level.time + 5000;

	// Clear enemy
	self->enemy = NULL;
}

//-----------------------------------------------------
static qboolean turret_find_enemies( gentity_t *self )
//-----------------------------------------------------
{
	qboolean	found = qfalse;
	int			i, count;
	float		bestDist = self->radius * self->radius;
	float		enemyDist;
	vec3_t		enemyDir, org, org2;
	gentity_t	*entity_list[MAX_GENTITIES], *target, *bestTarget = NULL;
	trace_t		tr;
	gentity_t *top = &g_entities[self->r.ownerNum];
	if ( !top )
	{
		return qfalse;
	}

	if ( self->aimDebounceTime > level.time ) // time since we've been shut off
	{
		// We were active and alert, i.e. had an enemy in the last 3 secs
		if ( self->timestamp < level.time )
		{
			//G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" ));
			self->timestamp = level.time + 1000;
		}
	}

	VectorCopy( top->r.currentOrigin, org2 );

	count = G_RadiusList( org2, self->radius, self, qtrue, entity_list );

	for ( i = 0; i < count; i++ )
	{
		target = entity_list[i];

		if ( !target->client )
		{
			// only attack clients
			continue;
		}
		if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
		{
			continue;
		}
		if ( target->client->sess.sessionTeam == TEAM_SPECTATOR )
		{
			continue;
		}
		if ( self->alliedTeam )
		{
			if ( target->client )
			{
				if ( target->client->sess.sessionTeam == self->alliedTeam )
				{ 
					// A bot/client/NPC we don't want to shoot
					continue;
				}
			}
			else if ( target->teamnodmg == self->alliedTeam )
			{ 
				// An ent we don't want to shoot
				continue;
			}
		}
		if ( !trap_InPVS( org2, target->r.currentOrigin ))
		{
			continue;
		}

		VectorCopy( target->r.currentOrigin, org );
		org[2] += target->r.maxs[2]*0.5f;

		trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );

		if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number ))
		{
			// Only acquire if have a clear shot, Is it in range and closer than our best?
			VectorSubtract( target->r.currentOrigin, top->r.currentOrigin, enemyDir );
			enemyDist = VectorLengthSquared( enemyDir );

			if ( enemyDist < bestDist // all things equal, keep current
				|| (!Q_stricmp( "atst_vehicle", target->NPC_type ) && bestTarget && Q_stricmp( "atst_vehicle", bestTarget->NPC_type ) ) )//target AT-STs over non-AT-STs... FIXME: must be a better, easier way to tell this, no?
			{
				if ( self->attackDebounceTime < level.time )
				{
					// We haven't fired or acquired an enemy in the last 2 seconds-start-up sound
					//G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));

					// Wind up turrets for a bit
					self->attackDebounceTime = level.time + 1400;
				}

				bestTarget = target;
				bestDist = enemyDist;
				found = qtrue;
			}
		}
	}

	if ( found )
	{
		G_SetEnemy( self, bestTarget );
		if ( VALIDSTRING( self->target2 ))
		{
			G_UseTargets2( self, self, self->target2 );
		}
	}

	return found;
}

//-----------------------------------------------------
void turret_base_think( gentity_t *self )
//-----------------------------------------------------
{
	qboolean	turnOff = qtrue;
	float		enemyDist;
	vec3_t		enemyDir, org, org2;

	if ( self->spawnflags & 1 )
	{
		// not turned on
		turret_turnoff( self );

		// No target
		self->flags |= FL_NOTARGET;
		self->nextthink = -1;//never think again
		return;
	}
	else
	{
		// I'm all hot and bothered
		self->flags &= ~FL_NOTARGET;
		//remember to keep thinking!
		self->nextthink = level.time + FRAMETIME;
	}

	if ( !self->enemy )
	{
		if ( turret_find_enemies( self ))
		{
			turnOff = qfalse;
		}
	}
	else if ( self->enemy->client && self->enemy->client->sess.sessionTeam == TEAM_SPECTATOR )
	{//don't keep going after spectators
		self->enemy = NULL;
	}
	else
	{//FIXME: remain single-minded or look for a new enemy every now and then?
		if ( self->enemy->health > 0 )
		{
			// enemy is alive
			VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
			enemyDist = VectorLengthSquared( enemyDir );

			if ( enemyDist < (self->radius * self->radius) )
			{
				// was in valid radius
				if ( trap_InPVS( self->r.currentOrigin, self->enemy->r.currentOrigin ) )
				{
					// Every now and again, check to see if we can even trace to the enemy
					trace_t tr;

					if ( self->enemy->client )
					{
						VectorCopy( self->enemy->client->renderInfo.eyePoint, org );
					}
					else
					{
						VectorCopy( self->enemy->r.currentOrigin, org );
					}
					VectorCopy( self->r.currentOrigin, org2 );
					if ( self->spawnflags & 2 )
					{
						org2[2] += 10;
					}
					else
					{
						org2[2] -= 10;
					}
					trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );

					if ( !tr.allsolid && !tr.startsolid && tr.entityNum == self->enemy->s.number )
					{
						turnOff = qfalse;	// Can see our enemy
					}
				}
			}
		}

		turret_head_think( self );
	}

	if ( turnOff )
	{
		if ( self->bounceCount < level.time ) // bounceCount is used to keep the thing from ping-ponging from on to off
		{
			turret_sleep( self );
		}
	}
	else
	{
		// keep our enemy for a minimum of 2 seconds from now
		self->bounceCount = level.time + 2000 + random() * 150;
	}

	turret_aim( self );
}

//-----------------------------------------------------------------------------
void turret_base_use( gentity_t *self, gentity_t *other, gentity_t *activator )
//-----------------------------------------------------------------------------
{
	// Toggle on and off
	self->spawnflags = (self->spawnflags ^ 1);

	/*
	if (( self->s.eFlags & EF_SHADER_ANIM ) && ( self->spawnflags & 1 )) // Start_Off
	{
		self->s.frame = 1; // black
	}
	else
	{
		self->s.frame = 0; // glow
	}
	*/
}


/*QUAKED misc_turret (1 0 0) (-48 -48 0) (48 48 144) START_OFF
Large 2-piece turbolaser turret

  START_OFF - Starts off

  radius - How far away an enemy can be for it to pick it up (default 1024)
  wait	- Time between shots (default 300 ms)
  dmg	- How much damage each shot does (default 100)
  health - How much damage it can take before exploding (default 3000)
  speed - how fast it turns (default 10)
  
  splashDamage - How much damage the explosion does (300)
  splashRadius - The radius of the explosion (128)

  shotspeed - speed at which projectiles will move
  
  targetname - Toggles it on/off
  target - What to use when destroyed
  target2 - What to use when it decides to start shooting at an enemy

  showhealth - set to 1 to show health bar on this entity when crosshair is over it
  
  teamowner - crosshair shows green for this team, red for opposite team
	0 - none
	1 - red
	2 - blue

  alliedTeam - team that this turret won't target
	0 - none
	1 - red
	2 - blue

  teamnodmg - team that turret does not take damage from
	0 - none
	1 - red
	2 - blue
*/
//-----------------------------------------------------
void SP_misc_turret( gentity_t *base )
//-----------------------------------------------------
{
	base->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_bottom.md3" );
	base->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_base.md3" );
	//base->playerModel = gi.G2API_InitGhoul2Model( base->ghoul2, "models/map_objects/imp_mine/turret_canon.glm", base->s.modelindex );
	//base->s.radius = 80.0f;

	//gi.G2API_SetBoneAngles( &base->ghoul2[base->playerModel], "Bone_body", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL ); 
	//base->torsoBolt = gi.G2API_AddBolt( &base->ghoul2[base->playerModel], "*flash03" );

	G_SetAngles( base, base->s.angles );
	G_SetOrigin( base, base->s.origin );

	base->r.contents = CONTENTS_BODY;

	VectorSet( base->r.maxs, 32.0f, 32.0f, 128.0f );
	VectorSet( base->r.mins, -32.0f, -32.0f, 0.0f );

	base->use = turret_base_use;
	base->think = turret_base_think;
	// don't start working right away
	base->nextthink = level.time + FRAMETIME * 5;

	trap_LinkEntity( base );

	if ( !turret_base_spawn_top( base ) )
	{
		G_FreeEntity( base );
	}
}

//-----------------------------------------------------
qboolean turret_base_spawn_top( gentity_t *base )
{
	vec3_t		org;
	int			t;

	gentity_t *top = G_Spawn();
	if ( !top )
	{
		return qfalse;
	}

	top->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_top_new.md3" );
	top->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_top.md3" );
	G_SetAngles( top, base->s.angles );
	VectorCopy( base->s.origin, org );
	org[2] += 128;
	G_SetOrigin( top, org );

	base->r.ownerNum = top->s.number;
	top->r.ownerNum = base->s.number;

	if ( base->team && base->team[0] && //g_gametype.integer == GT_SIEGE &&
		!base->teamnodmg)
	{
		base->teamnodmg = atoi(base->team);
	}
	base->team = NULL;
	top->teamnodmg = base->teamnodmg;
	top->alliedTeam = base->alliedTeam;

	base->s.eType = ET_GENERAL;

	// Set up our explosion effect for the ExplodeDeath code....
	G_EffectIndex( "turret/explode" );
	G_EffectIndex( "sparks/spark_exp_nosnd" );
	G_EffectIndex( "turret/hoth_muzzle_flash" );

	// this is really the pitch angle.....
	top->speed = 0;

	// this is a random time offset for the no-enemy-search-around-mode
	top->count = random() * 9000;

	if ( !base->health )
	{
		base->health = 3000;
	}
	top->health = base->health;

	G_SpawnInt( "showhealth", "0", &t );

	if (t)
	{ //a non-0 maxhealth value will mean we want to show the health on the hud
		top->maxHealth = base->health; //acts as "maxhealth"
		G_ScaleNetHealth(top);

		base->maxHealth = base->health;
		G_ScaleNetHealth(base);
	}

	base->takedamage = qtrue;
	base->pain = TurretBasePain;
	base->die = bottom_die;

	//design specified shot speed
	G_SpawnFloat( "shotspeed", "1100", &base->mass );
	top->mass = base->mass;

	//even if we don't want to show health, let's at least light the crosshair up properly over ourself
	if ( !top->s.teamowner )
	{
		top->s.teamowner = top->alliedTeam;
	}

	base->alliedTeam = top->alliedTeam;
	base->s.teamowner = top->s.teamowner;

	base->s.shouldtarget = qtrue;
	top->s.shouldtarget = qtrue;

	//link them to each other
	base->target_ent = top;
	top->target_ent = base;

	//top->s.owner = MAX_CLIENTS; //not owned by any client

	// search radius
	if ( !base->radius )
	{
		base->radius = 1024;
	}
	top->radius = base->radius;

	// How quickly to fire
	if ( !base->wait )
	{
		base->wait = 300 + random() * 55;
	}
	top->wait = base->wait;

	if ( !base->splashDamage )
	{
		base->splashDamage = 300;
	}
	top->splashDamage = base->splashDamage;

	if ( !base->splashRadius )
	{
		base->splashRadius = 128;
	}
	top->splashRadius = base->splashRadius;

	// how much damage each shot does
	if ( !base->damage )
	{
		base->damage = 100;
	}
	top->damage = base->damage;

	// how fast it turns
	if ( !base->speed )
	{
		base->speed = 20;
	}
	top->speed = base->speed;

	VectorSet( top->r.maxs, 48.0f, 48.0f, 16.0f );
	VectorSet( top->r.mins, -48.0f, -48.0f, 0.0f );
	// Precache moving sounds
	//G_SoundIndex( "sound/chars/turret/startup.wav" );
	//G_SoundIndex( "sound/chars/turret/shutdown.wav" );
	//G_SoundIndex( "sound/chars/turret/ping.wav" );
	G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" );
	top->genericValue13 = G_EffectIndex( "turret/hoth_muzzle_flash" );
	top->genericValue14 = G_EffectIndex( "turret/hoth_shot" );
	top->genericValue15 = G_EffectIndex( "turret/hoth_impact" );

	top->r.contents = CONTENTS_BODY;

	//base->max_health = base->health;
	top->takedamage = qtrue;
	top->pain = TurretPain;
	top->die  = auto_turret_die;

	top->material = MAT_METAL;
	//base->r.svFlags |= SVF_NO_TELEPORT|SVF_NONNPC_ENEMY|SVF_SELF_ANIMATING;

	// Register this so that we can use it for the missile effect
	RegisterItem( BG_FindItemForWeapon( WP_EMPLACED_GUN ));

	// But set us as a turret so that we can be identified as a turret
	top->s.weapon = WP_EMPLACED_GUN;

	trap_LinkEntity( top );
	return qtrue;
}
