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Unhandled weapon requests from weapon functions should return FALSE
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ DEVASTATOR,
4 /* function  */ W_Devastator,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 9,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '1 1 0',
10 /* modelname */ "rl",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
13 /* wepimg    */ "weaponrocketlauncher",
14 /* refname   */ "devastator",
15 /* wepname   */ _("Devastator")
16 );
17
18 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
19 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, ammo) \
21         w_cvar(id, sn, NONE, animtime) \
22         w_cvar(id, sn, NONE, damage) \
23         w_cvar(id, sn, NONE, damageforcescale) \
24         w_cvar(id, sn, NONE, detonatedelay) \
25         w_cvar(id, sn, NONE, edgedamage) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, guidedelay) \
28         w_cvar(id, sn, NONE, guidegoal) \
29         w_cvar(id, sn, NONE, guiderate) \
30         w_cvar(id, sn, NONE, guideratedelay) \
31         w_cvar(id, sn, NONE, guidestop) \
32         w_cvar(id, sn, NONE, health) \
33         w_cvar(id, sn, NONE, lifetime) \
34         w_cvar(id, sn, NONE, radius) \
35         w_cvar(id, sn, NONE, refire) \
36         w_cvar(id, sn, NONE, remote_damage) \
37         w_cvar(id, sn, NONE, remote_edgedamage) \
38         w_cvar(id, sn, NONE, remote_force) \
39         w_cvar(id, sn, NONE, remote_radius) \
40         w_cvar(id, sn, NONE, speed) \
41         w_cvar(id, sn, NONE, speedaccel) \
42         w_cvar(id, sn, NONE, speedstart) \
43         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
44         w_prop(id, sn, float,  reloading_time, reload_time) \
45         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
46         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
47         w_prop(id, sn, string, weaponreplace, weaponreplace) \
48         w_prop(id, sn, float,  weaponstart, weaponstart) \
49         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
50
51 #ifdef SVQC
52 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 .float rl_release;
54 .float rl_detonate_later;
55 #endif
56 #else
57 #ifdef SVQC
58 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
59 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
60
61 void W_Devastator_Unregister()
62 {
63         if(self.realowner && self.realowner.lastrocket == self)
64         {
65                 self.realowner.lastrocket = world;
66                 // self.realowner.rl_release = 1;
67         }
68 }
69
70 void W_Devastator_Explode()
71 {
72         W_Devastator_Unregister();
73
74         if(other.takedamage == DAMAGE_AIM)
75                 if(IS_PLAYER(other))
76                         if(DIFF_TEAM(self.realowner, other))
77                                 if(other.deadflag == DEAD_NO)
78                                         if(IsFlying(other))
79                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
80
81         self.event_damage = func_null;
82         self.takedamage = DAMAGE_NO;
83
84         RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
85
86         if (self.realowner.weapon == WEP_DEVASTATOR)
87         {
88                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
89                 {
90                         self.realowner.cnt = WEP_DEVASTATOR;
91                         ATTACK_FINISHED(self.realowner) = time;
92                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
93                 }
94         }
95         remove (self);
96 }
97
98 void W_Devastator_DoRemoteExplode()
99 {
100         W_Devastator_Unregister();
101
102         self.event_damage = func_null;
103         self.takedamage = DAMAGE_NO;
104
105         RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
106
107         if (self.realowner.weapon == WEP_DEVASTATOR)
108         {
109                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
110                 {
111                         self.realowner.cnt = WEP_DEVASTATOR;
112                         ATTACK_FINISHED(self.realowner) = time;
113                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
114                 }
115         }
116         remove (self);
117 }
118
119 void W_Devastator_RemoteExplode()
120 {
121         if(self.realowner.deadflag == DEAD_NO)
122         if(self.realowner.lastrocket)
123         {
124                 if((self.spawnshieldtime >= 0)
125                         ? (time >= self.spawnshieldtime) // timer
126                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
127                 )
128                 {
129                         W_Devastator_DoRemoteExplode();
130                 }
131         }
132 }
133
134 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
135 {
136         if(thisdir * goaldir > maxturn_cos)
137                 return goaldir;
138         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
139                 return thisdir; // refuse to guide (better than letting a numerical error happen)
140         float f, m2;
141         vector v;
142         // solve:
143         //   g = normalize(thisdir + goaldir * X)
144         //   thisdir * g = maxturn
145         //
146         //   gg = thisdir + goaldir * X
147         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
148         //
149         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
150         f = thisdir * goaldir;
151         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
152         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
153         m2 = maxturn_cos * maxturn_cos;
154         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
155         return normalize(thisdir + goaldir * v_y); // the larger solution!
156 }
157 // assume thisdir == -goaldir:
158 //   f == -1
159 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
160 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
161 //   x^2 - 2 * x + 1 = 0
162 //   (x - 1)^2 = 0
163 //   x = 1
164 //   normalize(thisdir + goaldir)
165 //   normalize(0)
166
167 void W_Devastator_Think (void)
168 {
169         vector desireddir, olddir, newdir, desiredorigin, goal;
170 #if 0
171         float cosminang, cosmaxang, cosang;
172 #endif
173         float velspeed, f;
174         self.nextthink = time;
175         if (time > self.cnt)
176         {
177                 other = world;
178                 self.projectiledeathtype |= HITTYPE_BOUNCE;
179                 W_Devastator_Explode ();
180                 return;
181         }
182
183         // accelerate
184         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
185         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
186         if (velspeed > 0)
187                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
188
189         // laser guided, or remote detonation
190         if (self.realowner.weapon == WEP_DEVASTATOR)
191         {
192                 if(self == self.realowner.lastrocket)
193                 if(!self.realowner.rl_release)
194                 if(!self.BUTTON_ATCK2)
195                 if(WEP_CVAR(devastator, guiderate))
196                 if(time > self.pushltime)
197                 if(self.realowner.deadflag == DEAD_NO)
198                 {
199                         f = WEP_CVAR(devastator, guideratedelay);
200                         if(f)
201                                 f = bound(0, (time - self.pushltime) / f, 1);
202                         else
203                                 f = 1;
204
205                         velspeed = vlen(self.velocity);
206
207                         makevectors(self.realowner.v_angle);
208                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
209                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
210                         olddir = normalize(self.velocity);
211
212                         // now it gets tricky... we want to move like some curve to approximate the target direction
213                         // but we are limiting the rate at which we can turn!
214                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
215                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
216
217                         self.velocity = newdir * velspeed;
218                         self.angles = vectoangles(self.velocity);
219
220                         if(!self.count)
221                         {
222                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
223                                 // TODO add a better sound here
224                                 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
225                                 self.count = 1;
226                         }
227                 }
228
229                 if(self.rl_detonate_later)
230                         W_Devastator_RemoteExplode();
231         }
232
233         if(self.csqcprojectile_clientanimate == 0)
234                 UpdateCSQCProjectile(self);
235 }
236
237 void W_Devastator_Touch (void)
238 {
239         if(WarpZone_Projectile_Touch())
240         {
241                 if(wasfreed(self))
242                         W_Devastator_Unregister();
243                 return;
244         }
245         W_Devastator_Unregister();
246         W_Devastator_Explode ();
247 }
248
249 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
250 {
251         if (self.health <= 0)
252                 return;
253         
254         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
255                 return; // g_projectiles_damage says to halt
256                 
257         self.health = self.health - damage;
258         self.angles = vectoangles(self.velocity);
259         
260         if (self.health <= 0)
261                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
262 }
263
264 void W_Devastator_Attack (void)
265 {
266         entity missile;
267         entity flash;
268
269         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
270
271         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
272         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
273
274         missile = WarpZone_RefSys_SpawnSameRefSys(self);
275         missile.owner = missile.realowner = self;
276         self.lastrocket = missile;
277         if(WEP_CVAR(devastator, detonatedelay) >= 0)
278                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
279         else
280                 missile.spawnshieldtime = -1;
281         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
282         missile.classname = "rocket";
283         missile.bot_dodge = TRUE;
284         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
285
286         missile.takedamage = DAMAGE_YES;
287         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
288         missile.health = WEP_CVAR(devastator, health);
289         missile.event_damage = W_Devastator_Damage;
290         missile.damagedbycontents = TRUE;
291
292         missile.movetype = MOVETYPE_FLY;
293         PROJECTILE_MAKETRIGGER(missile);
294         missile.projectiledeathtype = WEP_DEVASTATOR;
295         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
296
297         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
298         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
299         missile.angles = vectoangles (missile.velocity);
300
301         missile.touch = W_Devastator_Touch;
302         missile.think = W_Devastator_Think;
303         missile.nextthink = time;
304         missile.cnt = time + WEP_CVAR(devastator, lifetime);
305         missile.flags = FL_PROJECTILE;
306         missile.missile_flags = MIF_SPLASH; 
307
308         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
309
310         // muzzle flash for 1st person view
311         flash = spawn ();
312         setmodel (flash, "models/flash.md3"); // precision set below
313         SUB_SetFade (flash, time, 0.1);
314         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
315         W_AttachToShotorg(flash, '5 0 0');
316
317         // common properties
318         other = missile; MUTATOR_CALLHOOK(EditProjectile);
319 }
320
321 float W_Devastator(float req)
322 {
323         entity rock;
324         float rockfound;
325         float ammo_amount;
326         switch(req)
327         {
328                 #if 0
329                 case WR_AIM:
330                 {
331                         // aim and decide to fire if appropriate
332                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
333                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
334                         {
335                                 // decide whether to detonate rockets
336                                 entity missile, targetlist, targ;
337                                 targetlist = findchainfloat(bot_attack, TRUE);
338                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
339                                 {
340                                         targ = targetlist;
341                                         while(targ)
342                                         {
343                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
344                                                 {
345                                                         self.BUTTON_ATCK2 = TRUE;
346                                                         break;
347                                                 }
348                                                 targ = targ.chain;
349                                         }
350                                 }
351                                 
352                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
353                         }
354                         
355                         return TRUE;
356                 }
357                 #else
358                 case WR_AIM:
359                 {
360                         // aim and decide to fire if appropriate
361                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
362                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
363                         {
364                                 // decide whether to detonate rockets
365                                 entity missile, targetlist, targ;
366                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
367                                 float selfdamage, teamdamage, enemydamage;
368                                 edgedamage = WEP_CVAR(devastator, edgedamage);
369                                 coredamage = WEP_CVAR(devastator, damage);
370                                 edgeradius = WEP_CVAR(devastator, radius);
371                                 recipricoledgeradius = 1 / edgeradius;
372                                 selfdamage = 0;
373                                 teamdamage = 0;
374                                 enemydamage = 0;
375                                 targetlist = findchainfloat(bot_attack, TRUE);
376                                 missile = find(world, classname, "rocket");
377                                 while (missile)
378                                 {
379                                         if (missile.realowner != self)
380                                         {
381                                                 missile = find(missile, classname, "rocket");
382                                                 continue;
383                                         }
384                                         targ = targetlist;
385                                         while (targ)
386                                         {
387                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
388                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
389                                                 // count potential damage according to type of target
390                                                 if (targ == self)
391                                                         selfdamage = selfdamage + d;
392                                                 else if (targ.team == self.team && teamplay)
393                                                         teamdamage = teamdamage + d;
394                                                 else if (bot_shouldattack(targ))
395                                                         enemydamage = enemydamage + d;
396                                                 targ = targ.chain;
397                                         }
398                                         missile = find(missile, classname, "rocket");
399                                 }
400                                 float desirabledamage;
401                                 desirabledamage = enemydamage;
402                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
403                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
404                                 if (teamplay && self.team)
405                                         desirabledamage = desirabledamage - teamdamage;
406
407                                 missile = find(world, classname, "rocket");
408                                 while (missile)
409                                 {
410                                         if (missile.realowner != self)
411                                         {
412                                                 missile = find(missile, classname, "rocket");
413                                                 continue;
414                                         }
415                                         makevectors(missile.v_angle);
416                                         targ = targetlist;
417                                         if (skill > 9) // normal players only do this for the target they are tracking
418                                         {
419                                                 targ = targetlist;
420                                                 while (targ)
421                                                 {
422                                                         if (
423                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
424                                                                 && desirabledamage > 0.1*coredamage
425                                                         )self.BUTTON_ATCK2 = TRUE;
426                                                         targ = targ.chain;
427                                                 }
428                                         }else{
429                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
430                                                 //As the distance gets larger, a correct detonation gets near imposible
431                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
432                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
433                                                         if(IS_PLAYER(self.enemy))
434                                                                 if(desirabledamage >= 0.1*coredamage)
435                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
436                                                                                 self.BUTTON_ATCK2 = TRUE;
437                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
438                                         }
439
440                                         missile = find(missile, classname, "rocket");
441                                 }
442                                 // if we would be doing at X percent of the core damage, detonate it
443                                 // but don't fire a new shot at the same time!
444                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
445                                         self.BUTTON_ATCK2 = TRUE;
446                                 if ((skill > 6.5) && (selfdamage > self.health))
447                                         self.BUTTON_ATCK2 = FALSE;
448                                 //if(self.BUTTON_ATCK2 == TRUE)
449                                 //      dprint(ftos(desirabledamage),"\n");
450                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
451                         }
452                         
453                         return TRUE;
454                 }
455                 #endif
456                 case WR_THINK:
457                 {
458                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
459                                 WEP_ACTION(self.weapon, WR_RELOAD);
460                         else
461                         {
462                                 if(self.BUTTON_ATCK)
463                                 {
464                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
465                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
466                                         {
467                                                 W_Devastator_Attack();
468                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
469                                                 self.rl_release = 0;
470                                         }
471                                 }
472                                 else
473                                         self.rl_release = 1;
474
475                                 if(self.BUTTON_ATCK2)
476                                 {
477                                         rockfound = 0;
478                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
479                                         {
480                                                 if(!rock.rl_detonate_later)
481                                                 {
482                                                         rock.rl_detonate_later = TRUE;
483                                                         rockfound = 1;
484                                                 }
485                                         }
486                                         if(rockfound)
487                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
488                                 }
489                         }
490                         
491                         return TRUE;
492                 }
493                 case WR_INIT:
494                 {
495                         if(autocvar_sv_precacheweapons)
496                         {
497                                 precache_model("models/flash.md3");
498                                 precache_model("models/weapons/g_rl.md3");
499                                 precache_model("models/weapons/v_rl.md3");
500                                 precache_model("models/weapons/h_rl.iqm");
501                                 precache_sound("weapons/rocket_det.wav");
502                                 precache_sound("weapons/rocket_fire.wav");
503                                 precache_sound("weapons/rocket_mode.wav");
504                         }
505                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
506                         return TRUE;
507                 }
508                 case WR_SETUP:
509                 {
510                         self.rl_release = 1;
511                         return TRUE;
512                 }
513                 case WR_CHECKAMMO1:
514                 {
515                         #if 0
516                         // don't switch while guiding a missile
517                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
518                         {
519                                 ammo_amount = FALSE;
520                                 if(WEP_CVAR(devastator, reload_ammo))
521                                 {
522                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
523                                                 ammo_amount = TRUE;
524                                 }
525                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
526                                         ammo_amount = TRUE;
527                                 return !ammo_amount;
528                         }
529                         #endif
530                         #if 0
531                         if(self.rl_release == 0)
532                         {
533                                 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
534                                 return TRUE;
535                         }
536                         else
537                         {
538                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
539                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
540                                 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
541                                 return ammo_amount;
542                         }
543                         #else
544                         ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
545                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
546                         return ammo_amount;
547                         #endif
548                 }
549                 case WR_CHECKAMMO2:
550                 {
551                         return FALSE;
552                 }
553                 case WR_CONFIG:
554                 {
555                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
556                         return TRUE;
557                 }
558                 case WR_RESETPLAYER:
559                 {
560                         self.rl_release = 0;
561                         return TRUE;
562                 }
563                 case WR_RELOAD:
564                 {
565                         W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
566                         return TRUE;
567                 }
568                 case WR_SUICIDEMESSAGE:
569                 {
570                         return WEAPON_DEVASTATOR_SUICIDE;
571                 }
572                 case WR_KILLMESSAGE:
573                 {
574                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
575                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
576                         else
577                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
578                 }
579         }
580         return FALSE;
581 }
582 #endif
583 #ifdef CSQC
584 float W_Devastator(float req)
585 {
586         switch(req)
587         {
588                 case WR_IMPACTEFFECT:
589                 {
590                         vector org2;
591                         org2 = w_org + w_backoff * 12;
592                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
593                         if(!w_issilent)
594                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
595                                 
596                         return TRUE;
597                 }
598                 case WR_INIT:
599                 {
600                         precache_sound("weapons/rocket_impact.wav");
601                         return TRUE;
602                 }
603                 case WR_ZOOMRETICLE:
604                 {
605                         // no weapon specific image for this weapon
606                         return FALSE;
607                 }
608         }
609         return FALSE;
610 }
611 #endif
612 #endif