void MapTurrets_Reset()
CGameScriptTurret@ Turret_Create(MwId ModelId, vec3 Position, vec3 Direction, uint Clan, CGameScriptPlayer@ OwnerPlayer)
CGameScriptTurret@ Turret_CreateWithOwner(MwId ModelId, vec3 Position, vec3 Direction, vec3 Up, uint Clan, MwId OwnerId)
CGameScriptTurret@ Turret_CreateWithOwner2(MwId ModelId, vec3 Position, vec3 Direction, vec3 Up, uint Clan, MwId OwnerId, bool AutoAimOn, bool AutoTriggerOn)
vec3 Turret_GetPosition(CGameScriptTurret@ Turret)
void Turret_Destroy(CGameScriptTurret@ Turret)
void Turret_DestroyAll()
void Turret_Activate(CGameScriptTurret@ Turret)
void Turret_Deactivate(CGameScriptTurret@ Turret)
void Turret_SetIsAutomatic(CGameScriptTurret@ Turret, bool IsAuto)
void Turret_Auto_SetAimAnticipation(CGameScriptTurret@ Turret, float AimAnticipationMs)
void Turret_Auto_SetFirePeriod(CGameScriptTurret@ Turret, uint FirePeriodMs)
void Turret_Auto_SetTargetDetectionFov(CGameScriptTurret@ Turret, float DectectionFOVDeg)
void Turret_Auto_SetTargetDetectionRadius(CGameScriptTurret@ Turret, float DetectionRadius)
CGameScriptEntity@ Turret_Auto_GetTarget(CGameScriptTurret@ Turret)
void Turret_Manual_SetTargetPos(CGameScriptTurret@ Turret, vec3 TargetPos)
void Turret_Manual_Fire(CGameScriptTurret@ Turret)