2 CLASS(Devastator, Weapon)
3 /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
4 /* impulse */ ATTRIB(Devastator, impulse, int, 9);
5 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
10 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
12 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
15 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
16 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, NONE) \
21 P(class, prefix, animtime, float, NONE) \
22 P(class, prefix, damageforcescale, float, NONE) \
23 P(class, prefix, damage, float, NONE) \
24 P(class, prefix, detonatedelay, float, NONE) \
25 P(class, prefix, edgedamage, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, guidedelay, float, NONE) \
28 P(class, prefix, guidegoal, float, NONE) \
29 P(class, prefix, guideratedelay, float, NONE) \
30 P(class, prefix, guiderate, float, NONE) \
31 P(class, prefix, guidestop, float, NONE) \
32 P(class, prefix, health, float, NONE) \
33 P(class, prefix, lifetime, float, NONE) \
34 P(class, prefix, radius, float, NONE) \
35 P(class, prefix, refire, float, NONE) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, remote_damage, float, NONE) \
39 P(class, prefix, remote_edgedamage, float, NONE) \
40 P(class, prefix, remote_force, float, NONE) \
41 P(class, prefix, remote_jump_damage, float, NONE) \
42 P(class, prefix, remote_jump_radius, float, NONE) \
43 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
44 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
45 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
46 P(class, prefix, remote_radius, float, NONE) \
47 P(class, prefix, speedaccel, float, NONE) \
48 P(class, prefix, speedstart, float, NONE) \
49 P(class, prefix, speed, float, NONE) \
50 P(class, prefix, switchdelay_drop, float, NONE) \
51 P(class, prefix, switchdelay_raise, float, NONE) \
52 P(class, prefix, weaponreplace, string,NONE) \
53 P(class, prefix, weaponstartoverride, float, NONE) \
54 P(class, prefix, weaponstart, float, NONE) \
55 P(class, prefix, weaponthrowable, float, NONE) \
57 W_PROPS(X, Devastator, devastator)
61 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
64 .float rl_release[MAX_WEAPONSLOTS];
65 .float rl_detonate_later;
70 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
71 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
75 void W_Devastator_Unregister(entity this)
77 if(this.realowner && this.realowner.lastrocket == this)
79 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
81 .entity weaponentity = weaponentities[slot];
82 if(this.realowner.(weaponentity).lastrocket == this)
83 this.realowner.(weaponentity).lastrocket = NULL;
85 // this.realowner.rl_release = 1;
89 void W_Devastator_Explode(entity this, entity directhitentity)
91 W_Devastator_Unregister(this);
93 if(directhitentity.takedamage == DAMAGE_AIM)
94 if(IS_PLAYER(directhitentity))
95 if(DIFF_TEAM(this.realowner, directhitentity))
96 if(!IS_DEAD(directhitentity))
97 if(IsFlying(directhitentity))
98 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
100 this.event_damage = func_null;
101 this.takedamage = DAMAGE_NO;
106 WEP_CVAR(devastator, damage),
107 WEP_CVAR(devastator, edgedamage),
108 WEP_CVAR(devastator, radius),
111 WEP_CVAR(devastator, force),
112 this.projectiledeathtype,
116 Weapon thiswep = WEP_DEVASTATOR;
117 if(PS(this.realowner).m_weapon == thiswep)
119 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
120 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
122 this.realowner.cnt = WEP_DEVASTATOR.m_id;
123 int slot = 0; // TODO: unhardcode
124 ATTACK_FINISHED(this.realowner, slot) = time;
125 PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
131 void W_Devastator_Explode_think(entity this)
133 W_Devastator_Explode(this, NULL);
136 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
138 W_Devastator_Unregister(this);
140 this.event_damage = func_null;
141 this.takedamage = DAMAGE_NO;
143 float handled_as_rocketjump = false;
145 entity head = WarpZone_FindRadius(
147 WEP_CVAR(devastator, remote_jump_radius),
153 if(head.takedamage && (head == this.realowner))
155 float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
156 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
158 // we handled this as a rocketjump :)
159 handled_as_rocketjump = true;
162 head.velocity_x *= 0.9;
163 head.velocity_y *= 0.9;
164 head.velocity_z = bound(
165 WEP_CVAR(devastator, remote_jump_velocity_z_min),
166 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
167 WEP_CVAR(devastator, remote_jump_velocity_z_max)
174 WEP_CVAR(devastator, remote_jump_damage),
175 WEP_CVAR(devastator, remote_jump_damage),
176 WEP_CVAR(devastator, remote_jump_radius),
180 this.projectiledeathtype | HITTYPE_BOUNCE,
192 WEP_CVAR(devastator, remote_damage),
193 WEP_CVAR(devastator, remote_edgedamage),
194 WEP_CVAR(devastator, remote_radius),
195 (handled_as_rocketjump ? head : NULL),
197 WEP_CVAR(devastator, remote_force),
198 this.projectiledeathtype | HITTYPE_BOUNCE,
202 Weapon thiswep = WEP_DEVASTATOR;
203 if(PS(this.realowner).m_weapon == thiswep)
205 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
206 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
208 this.realowner.cnt = WEP_DEVASTATOR.m_id;
209 int slot = weaponslot(weaponentity);
210 ATTACK_FINISHED(this.realowner, slot) = time;
211 PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
217 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
219 if(!IS_DEAD(this.realowner))
220 if(this.realowner.(weaponentity).lastrocket)
222 if((this.spawnshieldtime >= 0)
223 ? (time >= this.spawnshieldtime) // timer
224 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
227 W_Devastator_DoRemoteExplode(this, weaponentity);
232 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
234 if(thisdir * goaldir > maxturn_cos)
236 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
237 return thisdir; // refuse to guide (better than letting a numerical error happen)
241 // g = normalize(thisdir + goaldir * X)
242 // thisdir * g = maxturn
244 // gg = thisdir + goaldir * X
245 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
247 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
248 f = thisdir * goaldir;
249 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
250 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
251 m2 = maxturn_cos * maxturn_cos;
252 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
253 return normalize(thisdir + goaldir * v.y); // the larger solution!
255 // assume thisdir == -goaldir:
257 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
258 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
259 // x^2 - 2 * x + 1 = 0
262 // normalize(thisdir + goaldir)
265 void W_Devastator_Think(entity this)
267 vector desireddir, olddir, newdir, desiredorigin, goal;
269 this.nextthink = time;
272 this.projectiledeathtype |= HITTYPE_BOUNCE;
273 W_Devastator_Explode(this, NULL);
278 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
279 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
281 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
283 // laser guided, or remote detonation
284 if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
286 .entity weaponentity = this.weaponentity_fld;
287 int slot = weaponslot(weaponentity);
289 if(this == this.realowner.(weaponentity).lastrocket)
290 if(!this.realowner.rl_release[slot])
291 if(!PHYS_INPUT_BUTTON_ATCK2(this))
292 if(WEP_CVAR(devastator, guiderate))
293 if(time > this.pushltime)
294 if(!IS_DEAD(this.realowner))
296 f = WEP_CVAR(devastator, guideratedelay);
298 f = bound(0, (time - this.pushltime) / f, 1);
302 velspeed = vlen(this.velocity);
304 makevectors(this.realowner.v_angle);
305 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
306 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
307 olddir = normalize(this.velocity);
309 // now it gets tricky... we want to move like some curve to approximate the target direction
310 // but we are limiting the rate at which we can turn!
311 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
312 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
314 this.velocity = newdir * velspeed;
315 this.angles = vectoangles(this.velocity);
319 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
320 // TODO add a better sound here
321 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
326 if(this.rl_detonate_later)
327 W_Devastator_RemoteExplode(this, weaponentity);
330 if(this.csqcprojectile_clientanimate == 0)
331 UpdateCSQCProjectile(this);
334 void W_Devastator_Touch(entity this, entity toucher)
336 if(WarpZone_Projectile_Touch(this, toucher))
339 W_Devastator_Unregister(this);
342 W_Devastator_Unregister(this);
343 W_Devastator_Explode(this, toucher);
346 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
351 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
352 return; // g_projectiles_damage says to halt
354 this.health = this.health - damage;
355 this.angles = vectoangles(this.velocity);
358 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
361 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
363 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
365 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
366 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
368 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
369 missile.weaponentity_fld = weaponentity;
370 missile.owner = missile.realowner = actor;
371 actor.(weaponentity).lastrocket = missile;
372 if(WEP_CVAR(devastator, detonatedelay) >= 0)
373 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
375 missile.spawnshieldtime = -1;
376 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
377 missile.classname = "rocket";
378 missile.bot_dodge = true;
379 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
381 missile.takedamage = DAMAGE_YES;
382 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
383 missile.health = WEP_CVAR(devastator, health);
384 missile.event_damage = W_Devastator_Damage;
385 missile.damagedbycontents = true;
387 set_movetype(missile, MOVETYPE_FLY);
388 PROJECTILE_MAKETRIGGER(missile);
389 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
390 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
392 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
393 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
394 missile.angles = vectoangles(missile.velocity);
396 settouch(missile, W_Devastator_Touch);
397 setthink(missile, W_Devastator_Think);
398 missile.nextthink = time;
399 missile.cnt = time + WEP_CVAR(devastator, lifetime);
400 missile.flags = FL_PROJECTILE;
401 IL_PUSH(g_projectiles, missile);
402 missile.missile_flags = MIF_SPLASH;
404 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
406 // muzzle flash for 1st person view
407 entity flash = spawn();
408 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
409 SUB_SetFade(flash, time, 0.1);
410 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
411 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
414 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
418 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
421 // aim and decide to fire if appropriate
422 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
423 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
425 // decide whether to detonate rockets
426 entity missile, targetlist, targ;
427 targetlist = findchainfloat(bot_attack, true);
428 for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
433 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
435 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
442 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
446 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
448 // aim and decide to fire if appropriate
449 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
450 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
452 // decide whether to detonate rockets
453 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
454 float selfdamage, teamdamage, enemydamage;
455 edgedamage = WEP_CVAR(devastator, edgedamage);
456 coredamage = WEP_CVAR(devastator, damage);
457 edgeradius = WEP_CVAR(devastator, radius);
458 recipricoledgeradius = 1 / edgeradius;
462 FOREACH_ENTITY_ENT(realowner, actor,
464 if(it.classname != "rocket") continue;
467 FOREACH_ENTITY_FLOAT(bot_attack, true,
469 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
470 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
471 // count potential damage according to type of target
473 selfdamage = selfdamage + d;
474 else if(SAME_TEAM(it, actor))
475 teamdamage = teamdamage + d;
476 else if(bot_shouldattack(actor, it))
477 enemydamage = enemydamage + d;
480 float desirabledamage;
481 desirabledamage = enemydamage;
482 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
483 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
484 if(teamplay && actor.team)
485 desirabledamage = desirabledamage - teamdamage;
487 makevectors(actor.v_angle);
488 FOREACH_ENTITY_ENT(realowner, actor,
490 if(it.classname != "rocket") continue;
492 if(skill > 9) // normal players only do this for the target they are tracking
495 FOREACH_ENTITY_FLOAT(bot_attack, true,
497 if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
498 && desirabledamage > 0.1 * coredamage
499 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
504 //As the distance gets larger, a correct detonation gets near imposible
505 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
506 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
507 && IS_PLAYER(actor.enemy)
508 && (desirabledamage >= 0.1 * coredamage)
511 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
512 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
513 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
517 // if we would be doing at X percent of the core damage, detonate it
518 // but don't fire a new shot at the same time!
519 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
520 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
521 if((skill > 6.5) && (selfdamage > actor.health))
522 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
523 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
524 // dprint(ftos(desirabledamage),"\n");
525 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
529 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
531 if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
532 thiswep.wr_reload(thiswep, actor, weaponentity);
534 int slot = weaponslot(weaponentity);
537 if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
538 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
540 W_Devastator_Attack(thiswep, actor, weaponentity);
541 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
542 actor.rl_release[slot] = 0;
546 actor.rl_release[slot] = 1;
549 if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
552 bool rockfound = false;
553 for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
555 if(!rock.rl_detonate_later)
557 rock.rl_detonate_later = true;
562 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
566 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
568 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569 actor.rl_release[slot] = 1;
571 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
574 // don't switch while guiding a missile
575 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
578 if(WEP_CVAR(devastator, reload_ammo))
580 if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
583 else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
589 if(actor.rl_release == 0)
591 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
596 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
597 ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
598 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
602 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
603 ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
607 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
611 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
613 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
615 .entity weaponentity = weaponentities[slot];
616 actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
617 actor.rl_release[slot] = 0;
620 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
622 W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
624 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
626 return WEAPON_DEVASTATOR_SUICIDE;
628 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
630 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
631 return WEAPON_DEVASTATOR_MURDER_SPLASH;
633 return WEAPON_DEVASTATOR_MURDER_DIRECT;
639 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
642 org2 = w_org + w_backoff * 12;
643 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
645 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);