//**************************************************************
// EAGLE GUNSHIP
//**************************************************************

//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************

datablock FlyingVehicleData(EagleFlyer) : BomberDamageProfile
{
   spawnOffset = "0 0 2";

   catagory = "Vehicles";
   shapeFile = "vehicle_air_bomber.dts";
   multipassenger = true;
   computeCRC = true;

   weaponNode = 1;

   debrisShapeName = "vehicle_air_bomber_debris.dts";
   debris = ShapeDebris;
   renderWhenDestroyed = false;

   drag    = 0.2;
   density = 1.0;

   mountPose[0] = sitting;
   mountPose[1] = sitting;
   mountPose[2] = sitting;
   numMountPoints = 2;  
   isProtectedMountPoint[0] = true;
   isProtectedMountPoint[1] = true;
   isProtectedMountPoint[2] = true;

   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   cameraMaxDist = 22;
   cameraOffset = 5;
   cameraLag = 1.0;
   explosion = LargeAirVehicleExplosion;
	explosionDamage = 0.5;
	explosionRadius = 5.0;

   maxDamage = 4.0;     // Total health
   destroyedLevel = 4.0;   // Damage textures show up at this health level

   isShielded = true;
   energyPerDamagePoint = 100;
   maxEnergy = 400;      // Afterburner and any energy weapon pool
   minDrag = 60;           // Linear Drag (eventually slows you down when not thrusting...constant drag)
   rotationalDrag = 1800;        // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
   rechargeRate = 1;

   // Auto stabilize speed
   maxAutoSpeed = 15;       // Autostabilizer kicks in when less than this speed. (meters/second)
   autoAngularForce = 1500;      // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
   autoLinearForce = 300;        // Linear stabilzer force (this slows you down when autostabilizer kicks in)
   autoInputDamping = 0.95;      // Dampen control input so you don't whack out at very slow speeds
   
   // Maneuvering
   maxSteeringAngle = 5;    // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
   horizontalSurfaceForce = 5;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce = 8;     // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
   maneuveringForce = 6000;      // Horizontal jets (W,S,D,A key thrust)
   steeringForce = 1500;         // Steering jets (force applied when you move the mouse)
   steeringRollForce = 300;      // Steering jets (how much you heel over when you turn)
   rollForce = 8;                // Auto-roll (self-correction to right you after you roll/invert)
   hoverHeight = 5;        // Height off the ground at rest
   createHoverHeight = 3;  // Height off the ground when created
   maxForwardSpeed = 100;  // speed in which forward thrust force is no longer applied (meters/second)

   // Turbo Jet
   jetForce = 5000;      // Afterburner thrust (this is in addition to normal thrust)
   minJetEnergy = 40.0;     // Afterburner can't be used if below this threshhold.
   jetEnergyDrain = 2.0;       // Energy use of the afterburners (low number is less drain...can be fractional)
   vertThrustMultiple = 3.0;

   dustEmitter = LargeVehicleLiftoffDustEmitter;
   triggerDustHeight = 4.0;
   dustHeight = 2.0;

   damageEmitter[0] = LightDamageSmoke;
   damageEmitter[1] = HeavyDamageSmoke;
   damageEmitter[2] = DamageBubbles;
   damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
   damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
   damageLevelTolerance[0] = 0.3;
   damageLevelTolerance[1] = 0.7;
   numDmgEmitterAreas = 2;

   // Rigid body
   mass = 350;        // Mass of the vehicle
   bodyFriction = 0;     // Don't mess with this.
   bodyRestitution = 0.5;   // When you hit the ground, how much you rebound. (between 0 and 1)
   minRollSpeed = 0;     // Don't mess with this.
   softImpactSpeed = 20;       // Sound hooks. This is the soft hit.
   hardImpactSpeed = 25;    // Sound hooks. This is the hard hit.

   // Ground Impact Damage (uses DamageType::Ground)
   minImpactSpeed = 20;      // If hit ground at speed above this then it's an impact. Meters/second
   speedDamageScale = 0.060;

   // Object Impact Damage (uses DamageType::Impact)
   collDamageThresholdVel = 25;
   collDamageMultiplier   = 0.020;

   //
   minTrailSpeed = 15;      // The speed your contrail shows up at.
   trailEmitter = ContrailEmitter;
   forwardJetEmitter = FlyerJetEmitter;
   downJetEmitter = FlyerJetEmitter;

   //
   jetSound = HAPCFlyerThrustSound;
   engineSound = HAPCFlyerEngineSound;
   softImpactSound = SoftImpactSound;
   hardImpactSound = HardImpactSound;
   //wheelImpactSound = WheelImpactSound;

   //
   softSplashSoundVelocity = 15.0; 
   mediumSplashSoundVelocity = 20.0;   
   hardSplashSoundVelocity = 30.0;   
   exitSplashSoundVelocity = 10.0;
   
   exitingWater      = VehicleExitWaterHardSound;
   impactWaterEasy   = VehicleImpactWaterSoftSound;
   impactWaterMedium = VehicleImpactWaterMediumSound;
   impactWaterHard   = VehicleImpactWaterHardSound;
   waterWakeSound    = VehicleWakeHardSplashSound; 
  
   minMountDist = 4;

   splashEmitter[0] = VehicleFoamDropletsEmitter;
   splashEmitter[1] = VehicleFoamEmitter;

   shieldImpact = VehicleShieldImpact;

   cmdCategory = "Tactical";
   cmdIcon = CMDFlyingBomberIcon;
   cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
   targetNameTag = 'Eagle';
   targetTypeTag = 'Gunship';
   sensorData = VehiclePulseSensor;

   checkRadius = 7.1895;
   observeParameters = "1 10 10";
   shieldEffectScale = "0.75 0.975 0.375";
   showPilotInfo = 1;
};

//**************************************************************
// WEAPONS
//**************************************************************

datablock TurretData(EagleTurretBase) : TurretDamageProfile
{
   className      = DeployedTurret;
   catagory       = "Turrets";
   shapeFile      = "turret_base_large.dts";
   preload        = true;

   mass           = 1.0;

   maxDamage      = 1.20;
   destroyedLevel = 1.20;
   disabledLevel  = 1.00;
   explosion      = TurretExplosion;
   expDmgRadius = 10.0;
   expDamage = 0.5;
   expImpulse = 1500.0;
   repairRate     = 0;
   emap = true;
   
   thetaMin = 15;
   thetaMax = 140;

   isShielded           = true;
   energyPerDamagePoint = 66;
   maxEnergy = 100;
   rechargeRate = 0.31;
   pausePowerThread = false;

   selfpower = true;

   canControl = true;
   cmdCategory = "DTactical";
   cmdIcon = CMDTurretIcon;
   cmdMiniIconName = "commander/MiniIcons/com_turretbase_grey";
   targetNameTag        = 'Eagle Rear';
   targetTypeTag        = 'Turret';
   sensorData = TurretBaseSensorObj;
   sensorRadius = TurretBaseSensorObj.detectRadius;
   sensorColor = "0 212 45";

   renderWhenDestroyed = false;

   debrisShapeName = "debris_generic.dts";
   debris = TurretDebris;
};

//-------------------------------------
// BOMBER BELLY TURRET CHARACTERISTICS
//-------------------------------------

datablock TurretData(EagleTurret) : TurretDamageProfile
{
   className               = VehicleTurret;
   catagory                = "Turrets";
   shapeFile               = "turret_belly_base.dts";
   preload                 = true;

   mass                    = 1.0;  // Not really relevant
   repairRate              = 0;
   maxDamage               = EagleFlyer.maxDamage;
   destroyedLevel          = EagleFlyer.destroyedLevel;

   thetaMin                = 90;
   thetaMax                = 180;

   // capacitor
   maxCapacitorEnergy      = 150;
   capacitorRechargeRate   = 1;
   
   inheritEnergyFromMount  = true;
   firstPersonOnly         = true;
   useEyePoint             = true;
   numWeapons              = 3;

   targetNameTag           = 'Eagle Belly';
   targetTypeTag           = 'Turret';
};


datablock TurretImageData(EagleRailgunBarrel)
{
   shapeFile                        = "turret_belly_barrell.dts";
   mountPoint                       = 0;

   projectile = RailgunProjectile;
   projectileType = TracerProjectile;

   usesEnergy                       = true;
   useCapacitor                     = true;
   useMountEnergy                   = true;

   fireEnergy                       = 15.0;
   minEnergy                        = 15.0;
   projectileSpread = 1.0 / 1000.0;

   // Turret parameters
   activationMS                     = 1000;
   deactivateDelayMS                = 1500;
   thinkTimeMS                      = 200;
   degPerSecTheta                   = 360;
   degPerSecPhi                     = 360;
   
   attackRadius                     = 75;


   // State transitions
   stateName[0]                     = "Activate";
   stateTransitionOnTimeout[0]      = "WaitFire1";
   stateTimeoutValue[0]             = 0.5;
   stateSequence[0]                 = "Activate";
   stateSound[0]                    = BomberTurretActivateSound;

   stateName[1]                     = "WaitFire1";
   stateTransitionOnTriggerDown[1]  = "Fire1";
   stateTransitionOnNoAmmo[1]       = "NoAmmo1";

   stateName[2]                     = "Fire1";
   stateTransitionOnTimeout[2]      = "Reload1";
   stateTimeoutValue[2]             = 0.15;
   stateFire[2]                     = true;
   stateRecoil[2]                   = LightRecoil;
   stateAllowImageChange[2]         = false;
   stateSequence[2]                 = "Fire";
   stateScript[2]                   = "onFire";
   stateSound[2]                    = RailgunFireSound;

   stateName[3]                     = "Reload1";
   stateSequence[3]                 = "Reload";
   stateTimeoutValue[3]             = 0.15;
   stateAllowImageChange[3]         = false;
   stateTransitionOnTimeout[3]      = "WaitFire2";
   stateTransitionOnNoAmmo[3]       = "NoAmmo1";

   stateName[4]                     = "NoAmmo1";
   stateTransitionOnAmmo[4]         = "Reload1";
   stateSequence[4]                 = "NoAmmo";
   stateTransitionOnTriggerDown[4]  = "DryFire1";

   stateName[5]                     = "DryFire1";
//   stateSound[5]                    = RailgunDryFireSound;
   stateTimeoutValue[5]             = 0.15;
   stateTransitionOnTimeout[5]      = "NoAmmo1";
   
   stateName[6]                     = "WaitFire2";
   stateTransitionOnTriggerDown[6]  = "Fire2";
   stateTransitionOnNoAmmo[6]       = "NoAmmo";

   stateName[7]                     = "Fire2";
   stateTransitionOnTimeout[7]      = "Reload2";
   stateTimeoutValue[7]             = 0.15;
   stateScript[7]                   = "FirePair";

   stateName[8]                     = "Reload2";
   stateSequence[8]                 = "Reload";
   stateTimeoutValue[8]             = 0.15;
   stateAllowImageChange[8]         = false;
   stateTransitionOnTimeout[8]      = "WaitFire1";
   stateTransitionOnNoAmmo[8]       = "NoAmmo2";

   stateName[9]                     = "NoAmmo2";
   stateTransitionOnAmmo[9]         = "Reload2";
   stateSequence[9]                 = "NoAmmo";
   stateTransitionOnTriggerDown[9]  = "DryFire2";

   stateName[10]                     = "DryFire2";
//   stateSound[10]                    = RailgunDryFireSound;
   stateTimeoutValue[10]             = 0.09;
   stateTransitionOnTimeout[10]      = "NoAmmo2";
};

datablock TurretImageData(EagleRailgunBarrelPair) 
{
   shapeFile                = "turret_belly_barrelr.dts";
   mountPoint               = 1;

   projectile = RailgunProjectile;
   projectileType = TracerProjectile;

   usesEnergy                       = true;
   useCapacitor                     = true;
   useMountEnergy                   = true;
   fireEnergy                       = 10.0;
   minEnergy                        = 10.0;

   // Turret parameters
   activationMS                     = 1000;
   deactivateDelayMS                = 1500;
   thinkTimeMS                      = 200;
   degPerSecTheta                   = 360;
   degPerSecPhi                     = 360;
   
   attackRadius                     = 75;

   stateName[0]                     = "WaitFire";
   stateTransitionOnTriggerDown[0]  = "Fire";

   stateName[1]                     = "Fire";
   stateTransitionOnTimeout[1]      = "StopFire";
   stateTimeoutValue[1]             = 0.15;
   stateFire[1]                     = true;
   stateRecoil[1]                   = LightRecoil;
   stateAllowImageChange[1]         = false;
   stateSequence[1]                 = "Fire";
   stateScript[1]                   = "onFire";
   stateSound[1]                    = RailgunFireSound;

   stateName[2]                     = "StopFire";
   stateTimeoutValue[2]             = 0.15;
   stateTransitionOnTimeout[2]      = "WaitFire";
   stateScript[2]                   = "stopFire";
};

datablock TurretImageData(EagleMissileBarrel)
{
   shapeFile                        = "turret_muzzlepoint.dts";
   mountPoint                       = 10;
   offset                           = "0 -4 -0.5";

   projectile = RavenMissile;
   projectileType = SeekerProjectile;

   usesEnergy                       = true;
   useCapacitor                     = true;
   useMountEnergy                   = true;

   minEnergy = 55;
   fireEnergy = 55;


   // Turret parameters
   activationMS                     = 1000;
   deactivateDelayMS                = 1500;
   thinkTimeMS                      = 200;
//   degPerSecTheta                   = 360;
//   degPerSecPhi                     = 360;
   degPerSecTheta    = 580;
   degPerSecPhi      = 1080;
   attackRadius                     = 200;


   // State transitions
   stateName[0]                     = "Activate";
   stateTransitionOnTimeout[0]      = "WaitFire1";
   stateTimeoutValue[0]             = 0.5;
   stateSequence[0]                 = "Activate";
   stateSound[0]                    = BomberTurretActivateSound;

   stateName[1]                     = "WaitFire1";
   stateTransitionOnTriggerDown[1]  = "Fire1";
   stateTransitionOnNoAmmo[1]       = "NoAmmo1";

   stateName[2]                     = "Fire1";
   stateTransitionOnTimeout[2]      = "Reload1";
   stateTimeoutValue[2]             = 1.25;
   stateFire[2]                     = true;
   stateRecoil[2]                   = LightRecoil;
   stateAllowImageChange[2]         = false;
   stateSequence[2]                 = "Fire";
   stateScript[2]                   = "onFire";
   stateSound[2]                    = MBLFireSound;

   stateName[3]                     = "Reload1";
   stateSequence[3]                 = "Reload";
   stateTimeoutValue[3]             = 0.1;
   stateAllowImageChange[3]         = false;
   stateTransitionOnTimeout[3]      = "WaitFire1";
   stateTransitionOnNoAmmo[3]       = "NoAmmo1";

   stateName[4]                     = "NoAmmo1";
   stateTransitionOnAmmo[4]         = "Reload1";
   stateSequence[4]                 = "NoAmmo";
   stateTransitionOnTriggerDown[4]  = "DryFire1";

   stateName[5]                     = "DryFire1";
   stateSound[5]                    = MissileDryFireSound;
   stateTimeoutValue[5]             = 0.5;
   stateTransitionOnTimeout[5]      = "NoAmmo1";
   
//   stateName[6]                     = "WaitFire2";
//   stateTransitionOnTriggerDown[6]  = "Fire2";
//   stateTransitionOnNoAmmo[6]       = "NoAmmo";
//
//   stateName[7]                     = "Fire2";
//   stateTransitionOnTimeout[7]      = "Reload2";
//   stateTimeoutValue[7]             = 1.0;
//   stateScript[7]                   = "FirePair";
//
//   stateName[8]                     = "Reload2";
//   stateSequence[8]                 = "Reload";
//   stateTimeoutValue[8]             = 0.1;
//   stateAllowImageChange[8]         = false;
//   stateTransitionOnTimeout[8]      = "WaitFire1";
//   stateTransitionOnNoAmmo[8]       = "NoAmmo2";
//
//   stateName[9]                     = "NoAmmo2";
//   stateTransitionOnAmmo[9]         = "Reload2";
//   stateSequence[9]                 = "NoAmmo";
//   stateTransitionOnTriggerDown[9]  = "DryFire2";
//
//   stateName[10]                     = "DryFire2";
//   stateSound[10]                    = MissileDryFireSound;
//   stateTimeoutValue[10]             = 0.1;
//   stateTransitionOnTimeout[10]      = "NoAmmo2";
};

datablock TurretImageData(EagleMissileBarrelPair) 
{
   shapeFile                = "turret_muzzlepoint.dts";
   mountPoint               = 10;
   offset                           = "0 -4 -0.5";

   projectile = RavenMissile;
   projectileType = SeekerProjectile;

   usesEnergy                       = true;
   useCapacitor                     = true;
   useMountEnergy                   = true;
   minEnergy = 95;
   fireEnergy = 85;

   // Turret parameters
   activationMS                     = 1000;
   deactivateDelayMS                = 1500;
   thinkTimeMS                      = 200;
   degPerSecTheta                   = 360;
   degPerSecPhi                     = 360;
   
   attackRadius                     = 75;

   stateName[0]                     = "WaitFire";
   stateTransitionOnTriggerDown[0]  = "Fire";

   stateName[1]                     = "Fire";
   stateTransitionOnTimeout[1]      = "StopFire";
   stateTimeoutValue[1]             = 1.0;
   stateFire[1]                     = true;
   stateRecoil[1]                   = LightRecoil;
   stateAllowImageChange[1]         = false;
   stateSequence[1]                 = "Fire";
   stateScript[1]                   = "onFire";
   stateSound[1]                    = MBLFireSound;

   stateName[2]                     = "StopFire";
   stateTimeoutValue[2]             = 0.1;
   stateTransitionOnTimeout[2]      = "WaitFire";
   stateScript[2]                   = "stopFire";
};

datablock TurretImageData(EagleAIAimingTurretBarrel) 
{
   shapeFile            = "turret_muzzlepoint.dts";
   mountPoint           = 3;

   projectile = RailgunProjectile;
   projectileType = TracerProjectile;

   activationMS         = 1000;
   deactivateDelayMS    = 1500;
   thinkTimeMS          = 200;
   degPerSecTheta       = 500;
   degPerSecPhi         = 800;
   
   attackRadius         = 75;
};


//**************************************************************
// WEAPONS SPECIAL EFFECTS
//**************************************************************


//-----------------
//****FUNCTIONS****
//-----------------

function EagleFlyer::onDamage(%this, %obj)
{
   if(isObject(%obj.getMountNodeObject(10)))
      (%obj.getMountNodeObject(10)).setDamagelevel(%obj.getDamageLevel());
   if(isObject(%obj.getMountNodeObject(2)))
      (%obj.getMountNodeObject(2)).setDamagelevel(%obj.getDamageLevel());
   Parent::onDamage(%this, %obj);
}
function EagleFlyer::onDelete(%this, %obj)
{
   if(%obj.turret2Object)
      if(%obj.turret2Object.getControllingClient())
         %obj.turret2Object.getDataBlock().playerDismount(%obj.turret2Object);
   if(isObject(%obj.getMountNodeObject(2))) {
      if (%obj.getMountNodeObject(2).getMountedImage(0))
         (%obj.getMountNodeObject(2)).unmountImage(0);
      (%obj.getMountNodeObject(2)).schedule(200, "delete");
   }
}
function EagleFlyer::onDestroyed(%this, %obj, %prevState)
{
   EagleFlyer::onDelete(%this, %obj);
   Parent::onDestroyed(%this, %obj, %prevState);
}
function EagleFlyer::onAdd(%this, %obj)
{
   Parent::onAdd(%this, %obj);

//TURRET1  
   %turret = TurretData::create(EagleTurret);
   MissionCleanup.add(%turret);
   %turret.team = %obj.teamBought;
   %turret.selectedWeapon = 1;
   %turret.setSelfPowered();
   %obj.mountObject(%turret, 10);
   %turret.mountImage(EagleRailgunBarrel,2);
   %turret.mountImage(EagleRailgunBarrelPair,3);
   %turret.mountImage(EagleMissileBarrel, 4);
//   %turret.mountImage(EagleMissileBarrelPair, 5);
   %turret.mountImage(BomberTargetingImage, 6);
   %obj.turretObject = %turret;
   %turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
   %turret.vehicleMounted = %obj;

   //vehicle turrets should not auto fire at targets
   %turret.setAutoFire(false);

   //for this particular weapon - a non-firing datablock used only so the AI can aim the turret
   //Also needed so we can set the turret parameters..
   %turret.mountImage(EagleAIAimingTurretBarrel, 0);

   // setup the turret's target info
   setTargetSensorGroup(%turret.getTarget(), %turret.team);
   setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);

//TURRET2
   %turret = new turret() {
                  scale = "0.001 0.001 0.001";
                  dataBlock = "EagleTurretBase";
                  lockCount = "0";
                  homingCount = "0";
                  team = %obj.team;
                  rotation = "0 0 1 180";
//                  offset = "0 -0.1 0.4";
                  nametag = "Eagle Plasma";
               };     
   MissionCleanup.add(%turret);
   %turret.team = %obj.teamBought;
   %turret.selectedWeapon = 1;
   %turret.setSelfPowered();
   %turret.playThread($PowerThread,"Power");
   %obj.turret2Object = %turret;
   %obj.mountObject(%turret, 2);
   %turret.mountImage(EagleBarrelLarge,0,false);
   %turret.vehicleMounted = %obj;
   %turret.setAutoFire(true);

}
function EagleFlyer::deleteAllMounted(%data, %obj)
{
   if(isObject(%obj.beacon))
      %obj.beacon.delete();

   %turret = %obj.getMountNodeObject(10);
   if(!%turret)
      return;

   %turret.altTrigger = 0;
   %turret.fireTrigger = 0;
   
   if(%client = %turret.getControllingClient())
   {
      commandToClient(%client, 'endBomberSight');
      %client.player.setControlObject(%client.player);
      %client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
      %client.player.mountVehicle = false;

      %client.player.bomber = false;
      %client.player.isBomber = false;
   }
   %turret.delete();
}
function EagleFlyer::playerMounted(%data, %obj, %player, %node)
{
   if(%node == 0)
   {
      // pilot position
      %player.setPilot(true);
	   commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
   }
   else if(%node == 1)
   {
      // bombardier position
      %turret = %obj.getMountNodeObject(10);
      %player.vehicleTurret = %turret;
      %player.setTransform("0 0 0 0 0 1 0");
      %player.lastWeapon = %player.getMountedImage($WeaponSlot);
      %player.unmountImage($WeaponSlot);
      if(!%player.client.isAIControlled())
      {
         %player.setControlObject(%turret);
         %player.client.setObjectActiveImage(%turret, 2);
      }
//      commandToClient(%player.client, 'startBomberSight');
      %turret.bomber = %player;
      $bWeaponActive = 0;
      %obj.getMountNodeObject(10).selectedWeapon = 1;
      commandToClient(%player.client,'SetWeaponryVehicleKeys', true);

	   commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
      %player.isBomber = true;
   }
   else
   {
      // tail gunner position     
	   commandToClient(%player.client, 'setHudMode', 'Passenger', "Bomber", %node);
   }
   // build a space-separated string representing passengers
   // 0 = no passenger; 1 = passenger (e.g. "1 0 0 ")
   %passString = buildPassengerString(%obj);
	// send the string of passengers to all mounted players
	for(%i = 0; %i < %data.numMountPoints; %i++)
		if(%obj.getMountNodeObject(%i) > 0)
		   commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);

   // update observers who are following this guy...
   if( %player.client.observeCount > 0 )
      resetObserveFollow( %player.client, false );
}


function EagleTurretBase::onDamage(%data, %obj)
{
   %newDamageVal = %obj.getDamageLevel();
   if(%obj.lastDamageVal !$= "")
      if(isObject(%obj.getObjectMount())) {
	if (%obj.lastDamageVal > %newDamageVal)   
         %obj.getObjectMount().setDamageLevel(%newDamageVal);
      } else %obj.schedule(200, "delete");
   %obj.lastDamageVal = %newDamageVal;
}

function EagleTurretBase::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
   //If vehicle turret is hit then apply damage to the vehicle
   %vehicle = %targetObject.getObjectMount();
   if(%vehicle)
      %vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
    else %targetObject.schedule(200, "delete");
}


function EagleTurret::onDamage(%data, %obj)
{
   %newDamageVal = %obj.getDamageLevel();
   if(%obj.lastDamageVal !$= "")
      if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)   
         %obj.getObjectMount().setDamageLevel(%newDamageVal);
   %obj.lastDamageVal = %newDamageVal;
}

function EagleTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
   //If vehicle turret is hit then apply damage to the vehicle
   %vehicle = %targetObject.getObjectMount();
   if(%vehicle)
      %vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}

function EagleTurret::onTrigger(%data, %obj, %trigger, %state)
{
   //error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state);
   //error("obj = " @ %obj @ ", class " @ %obj.getClassName());
   switch (%trigger)
   {
      case 0:
         %obj.fireTrigger = %state;
         if(%obj.selectedWeapon == 1)
         {
            %obj.setImageTrigger(4, false);
            if(%obj.getImageTrigger(6))
            {
               %obj.setImageTrigger(6, false);
               ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
            }
            if(%state)
               %obj.setImageTrigger(2, true);
            else
               %obj.setImageTrigger(2, false);
         }
         else if(%obj.selectedWeapon == 2)
         {
            %obj.setImageTrigger(2, false);
            if(%obj.getImageTrigger(6))
            {
               %obj.setImageTrigger(6, false);
               ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
            }
            if(%state)
               %obj.setImageTrigger(4, true);
            else
               %obj.setImageTrigger(4, false);
         } 
         else
         {
            %obj.setImageTrigger(2, false);
            %obj.setImageTrigger(4, false);
            if(%state)
               %obj.setImageTrigger(6, true);
            else
            {
               %obj.setImageTrigger(6, false);
               BomberTargetingImage::deconstruct(%obj.getMountedImage(6), %obj);
            }                   
         }

      case 2:
         if(%state)
         {
            %obj.getDataBlock().playerDismount(%obj);
         }
   }
}

function EagleTurret::playerDismount(%data, %obj)
{
   //Passenger Exiting
   %obj.fireTrigger = 0;
   %obj.setImageTrigger(2, false);
   %obj.setImageTrigger(4, false);
   if(%obj.getImageTrigger(6))
   {
      %obj.setImageTrigger(6, false);
      ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
   }
   %client = %obj.getControllingClient();
   %client.player.isBomber = false;
//   commandToClient(%client, 'endBomberSight');
//   %client.player.setControlObject(%client.player);
   %client.player.mountVehicle = false;
//   %client.player.getDataBlock().doDismount(%client.player);
   if(%client.player.getState() !$= "Dead")
      %client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
   setTargetSensorGroup(%obj.getTarget(), 0);
   setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}



function EagleAIAimingTurretBarrel::onFire(%this,%obj,%slot)
{
}

function EagleRailgunBarrel::firePair(%this, %obj, %slot)
{
   %obj.setImageTrigger( 3, true);
}

function EagleRailgunBarrelPair::stopFire(%this, %obj, %slot)
{
   %obj.setImageTrigger( 3, false);
}

function EagleRailgunBarrelPair::onMount(%this, %obj, %slot)
{
//   %obj.setImageAmmo(%slot,true);
}

function EagleRailgunBarrel::onMount(%this, %obj, %slot)
{
//   %obj.setImageAmmo(%slot,true);
}

function EagleMissileBarrel::firePair(%this, %obj, %slot)
{
//   %obj.setImageTrigger( 3, true);
}

function EagleMissileBarrelPair::stopFire(%this, %obj, %slot)
{
//   %obj.setImageTrigger( 3, false);
}

function EagleMissileBarrelPair::onMount(%this, %obj, %slot)
{
//   %obj.setImageAmmo(%slot,true);
}

function EagleMissileBarrel::onMount(%this, %obj, %slot)
{
//   %obj.setImageAmmo(%slot,true);
}

function EagleMissileBarrel::onFire(%data,%obj,%slot)
{
   %p = Parent::onFire(%data,%obj,%slot);

   if (%obj.getControllingClient())
   {
      // a player is controlling the turret
      %target = %obj.getLockedTarget();
   }
   else
   {
      // The ai is controlling the turret
      %target = %obj.getTargetObject();
   }
   
   if(%target)
      %p.setObjectTarget(%target);
   else if(%obj.isLocked())
      %p.setPositionTarget(%obj.getLockedPosition());
   else
      %p.setNoTarget(); // set as unguided. Only happens when itchy trigger can't wait for lock tone.    
}

function EagleMissileBarrel::onWetFire(%data, %obj, %slot)
{
   %p = Parent::onFire(%data, %obj, %slot);
   MissileSet.add(%p);
   
   %p.setObjectTarget(0);
}
