1 #include "devastator.qh"
3 CLASS(Devastator, Weapon)
4 /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(Devastator, impulse, int, 9);
6 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
8 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
9 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
11 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
13 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
14 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
15 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
16 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
17 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, NONE) \
22 P(class, prefix, animtime, float, NONE) \
23 P(class, prefix, damageforcescale, float, NONE) \
24 P(class, prefix, damage, float, NONE) \
25 P(class, prefix, detonatedelay, float, NONE) \
26 P(class, prefix, edgedamage, float, NONE) \
27 P(class, prefix, force, float, NONE) \
28 P(class, prefix, guidedelay, float, NONE) \
29 P(class, prefix, guidegoal, float, NONE) \
30 P(class, prefix, guideratedelay, float, NONE) \
31 P(class, prefix, guiderate, float, NONE) \
32 P(class, prefix, guidestop, float, NONE) \
33 P(class, prefix, health, float, NONE) \
34 P(class, prefix, lifetime, float, NONE) \
35 P(class, prefix, radius, float, NONE) \
36 P(class, prefix, refire, float, NONE) \
37 P(class, prefix, reload_ammo, float, NONE) \
38 P(class, prefix, reload_time, float, NONE) \
39 P(class, prefix, remote_damage, float, NONE) \
40 P(class, prefix, remote_edgedamage, float, NONE) \
41 P(class, prefix, remote_force, float, NONE) \
42 P(class, prefix, remote_jump_damage, float, NONE) \
43 P(class, prefix, remote_jump_force, float, NONE) \
44 P(class, prefix, remote_jump_radius, float, NONE) \
45 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
46 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
47 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
48 P(class, prefix, remote_radius, float, NONE) \
49 P(class, prefix, speedaccel, float, NONE) \
50 P(class, prefix, speedstart, float, NONE) \
51 P(class, prefix, speed, float, NONE) \
52 P(class, prefix, switchdelay_drop, float, NONE) \
53 P(class, prefix, switchdelay_raise, float, NONE) \
54 P(class, prefix, weaponreplace, string,NONE) \
55 P(class, prefix, weaponstartoverride, float, NONE) \
56 P(class, prefix, weaponstart, float, NONE) \
57 P(class, prefix, weaponthrowable, float, NONE) \
59 W_PROPS(X, Devastator, devastator)
63 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
67 .float rl_detonate_later;
72 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
73 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
77 void W_Devastator_Unregister(entity 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;
87 void W_Devastator_Explode(entity this, entity directhitentity)
89 W_Devastator_Unregister(this);
91 if(directhitentity.takedamage == DAMAGE_AIM)
92 if(IS_PLAYER(directhitentity))
93 if(DIFF_TEAM(this.realowner, directhitentity))
94 if(!IS_DEAD(directhitentity))
95 if(IsFlying(directhitentity))
96 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
98 this.event_damage = func_null;
99 this.takedamage = DAMAGE_NO;
104 WEP_CVAR(devastator, damage),
105 WEP_CVAR(devastator, edgedamage),
106 WEP_CVAR(devastator, radius),
109 WEP_CVAR(devastator, force),
110 this.projectiledeathtype,
114 Weapon thiswep = WEP_DEVASTATOR;
115 .entity weaponentity = this.weaponentity_fld;
116 if(this.realowner.(weaponentity).m_weapon == thiswep)
118 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
119 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
121 this.realowner.cnt = WEP_DEVASTATOR.m_id;
122 int slot = weaponslot(weaponentity);
123 ATTACK_FINISHED(this.realowner, slot) = time;
124 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
130 void W_Devastator_Explode_think(entity this)
132 W_Devastator_Explode(this, NULL);
135 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
137 W_Devastator_Unregister(this);
139 this.event_damage = func_null;
140 this.takedamage = DAMAGE_NO;
142 bool handled_as_rocketjump = false;
145 if(WEP_CVAR(devastator, remote_jump_radius))
147 head = WarpZone_FindRadius(
149 WEP_CVAR(devastator, remote_jump_radius),
155 if(head.takedamage && (head == this.realowner))
157 if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius)))
159 // we handled this as a rocketjump :)
160 handled_as_rocketjump = true;
163 if(WEP_CVAR(devastator, remote_jump_velocity_z_add))
165 head.velocity_x *= 0.9;
166 head.velocity_y *= 0.9;
167 head.velocity_z = bound(
168 WEP_CVAR(devastator, remote_jump_velocity_z_min),
169 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
170 WEP_CVAR(devastator, remote_jump_velocity_z_max)
178 WEP_CVAR(devastator, remote_jump_damage),
179 WEP_CVAR(devastator, remote_jump_damage),
180 WEP_CVAR(devastator, remote_jump_radius),
183 (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
184 this.projectiledeathtype | HITTYPE_BOUNCE,
197 WEP_CVAR(devastator, remote_damage),
198 WEP_CVAR(devastator, remote_edgedamage),
199 WEP_CVAR(devastator, remote_radius),
200 (handled_as_rocketjump ? head : NULL),
202 WEP_CVAR(devastator, remote_force),
203 this.projectiledeathtype | HITTYPE_BOUNCE,
207 Weapon thiswep = WEP_DEVASTATOR;
208 if(this.realowner.(weaponentity).m_weapon == thiswep)
210 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
211 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
213 this.realowner.cnt = WEP_DEVASTATOR.m_id;
214 int slot = weaponslot(weaponentity);
215 ATTACK_FINISHED(this.realowner, slot) = time;
216 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
222 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
224 if(!IS_DEAD(this.realowner))
225 if(this.realowner.(weaponentity).lastrocket)
227 if((this.spawnshieldtime >= 0)
228 ? (time >= this.spawnshieldtime) // timer
229 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
232 W_Devastator_DoRemoteExplode(this, weaponentity);
237 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
239 if(thisdir * goaldir > maxturn_cos)
241 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
242 return thisdir; // refuse to guide (better than letting a numerical error happen)
246 // g = normalize(thisdir + goaldir * X)
247 // thisdir * g = maxturn
249 // gg = thisdir + goaldir * X
250 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
252 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
253 f = thisdir * goaldir;
254 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
255 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
256 m2 = maxturn_cos * maxturn_cos;
257 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
258 return normalize(thisdir + goaldir * v.y); // the larger solution!
260 // assume thisdir == -goaldir:
262 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
263 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
264 // x^2 - 2 * x + 1 = 0
267 // normalize(thisdir + goaldir)
270 void W_Devastator_Think(entity this)
272 vector desireddir, olddir, newdir, desiredorigin, goal;
274 this.nextthink = time;
277 this.projectiledeathtype |= HITTYPE_BOUNCE;
278 W_Devastator_Explode(this, NULL);
283 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
284 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
286 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
288 // laser guided, or remote detonation
289 .entity weaponentity = this.weaponentity_fld;
290 if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
292 if(this == this.realowner.(weaponentity).lastrocket)
293 if(!this.realowner.(weaponentity).rl_release)
294 if(!PHYS_INPUT_BUTTON_ATCK2(this))
295 if(WEP_CVAR(devastator, guiderate))
296 if(time > this.pushltime)
297 if(!IS_DEAD(this.realowner))
299 f = WEP_CVAR(devastator, guideratedelay);
301 f = bound(0, (time - this.pushltime) / f, 1);
305 velspeed = vlen(this.velocity);
307 makevectors(this.realowner.v_angle);
308 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
309 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
310 olddir = normalize(this.velocity);
312 // now it gets tricky... we want to move like some curve to approximate the target direction
313 // but we are limiting the rate at which we can turn!
314 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
315 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
317 this.velocity = newdir * velspeed;
318 this.angles = vectoangles(this.velocity);
322 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
323 // TODO add a better sound here
324 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
329 if(this.rl_detonate_later)
330 W_Devastator_RemoteExplode(this, weaponentity);
333 if(this.csqcprojectile_clientanimate == 0)
334 UpdateCSQCProjectile(this);
337 void W_Devastator_Touch(entity this, entity toucher)
339 if(WarpZone_Projectile_Touch(this, toucher))
342 W_Devastator_Unregister(this);
345 W_Devastator_Unregister(this);
346 W_Devastator_Explode(this, toucher);
349 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
354 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
355 return; // g_projectiles_damage says to halt
357 this.health = this.health - damage;
358 this.angles = vectoangles(this.velocity);
361 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
364 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
366 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
368 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
369 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
371 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
372 missile.weaponentity_fld = weaponentity;
373 missile.owner = missile.realowner = actor;
374 actor.(weaponentity).lastrocket = missile;
375 if(WEP_CVAR(devastator, detonatedelay) >= 0)
376 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
378 missile.spawnshieldtime = -1;
379 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
380 missile.classname = "rocket";
381 missile.bot_dodge = true;
382 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
384 missile.takedamage = DAMAGE_YES;
385 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
386 missile.health = WEP_CVAR(devastator, health);
387 missile.event_damage = W_Devastator_Damage;
388 missile.damagedbycontents = true;
389 IL_PUSH(g_damagedbycontents, missile);
391 set_movetype(missile, MOVETYPE_FLY);
392 PROJECTILE_MAKETRIGGER(missile);
393 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
394 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
396 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
397 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
398 missile.angles = vectoangles(missile.velocity);
400 settouch(missile, W_Devastator_Touch);
401 setthink(missile, W_Devastator_Think);
402 missile.nextthink = time;
403 missile.cnt = time + WEP_CVAR(devastator, lifetime);
404 missile.flags = FL_PROJECTILE;
405 IL_PUSH(g_projectiles, missile);
406 IL_PUSH(g_bot_dodge, missile);
407 missile.missile_flags = MIF_SPLASH;
409 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
411 // muzzle flash for 1st person view
412 entity flash = spawn();
413 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
414 SUB_SetFade(flash, time, 0.1);
415 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
416 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
419 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
422 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
424 // aim and decide to fire if appropriate
425 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
426 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
428 // decide whether to detonate rockets
429 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
430 float selfdamage, teamdamage, enemydamage;
431 edgedamage = WEP_CVAR(devastator, edgedamage);
432 coredamage = WEP_CVAR(devastator, damage);
433 edgeradius = WEP_CVAR(devastator, radius);
434 recipricoledgeradius = 1 / edgeradius;
438 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
441 IL_EACH(g_bot_targets, it.bot_attack,
443 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
444 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
445 // count potential damage according to type of target
447 selfdamage = selfdamage + d;
448 else if(SAME_TEAM(it, actor))
449 teamdamage = teamdamage + d;
450 else if(bot_shouldattack(actor, it))
451 enemydamage = enemydamage + d;
454 float desirabledamage;
455 desirabledamage = enemydamage;
456 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
457 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
458 if(teamplay && actor.team)
459 desirabledamage = desirabledamage - teamdamage;
461 makevectors(actor.v_angle);
462 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
464 if(skill > 9) // normal players only do this for the target they are tracking
467 IL_EACH(g_bot_targets, it.bot_attack,
469 if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
470 && desirabledamage > 0.1 * coredamage
471 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
476 //As the distance gets larger, a correct detonation gets near imposible
477 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
478 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
479 && IS_PLAYER(actor.enemy)
480 && (desirabledamage >= 0.1 * coredamage)
483 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
484 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
485 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
489 // if we would be doing at X percent of the core damage, detonate it
490 // but don't fire a new shot at the same time!
491 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
492 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
493 if((skill > 6.5) && (selfdamage > actor.health))
494 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
495 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
496 // dprint(ftos(desirabledamage),"\n");
497 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
501 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
503 if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
504 thiswep.wr_reload(thiswep, actor, weaponentity);
508 if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
509 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
511 W_Devastator_Attack(thiswep, actor, weaponentity);
512 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
513 actor.(weaponentity).rl_release = 0;
517 actor.(weaponentity).rl_release = 1;
520 if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
522 bool rockfound = false;
523 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
525 if(!it.rl_detonate_later)
527 it.rl_detonate_later = true;
532 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
536 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
538 actor.(weaponentity).rl_release = 1;
540 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
543 // don't switch while guiding a missile
544 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
547 if(WEP_CVAR(devastator, reload_ammo))
549 if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
552 else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
558 if(actor.rl_release == 0)
560 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
565 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
566 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
567 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"));
571 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
572 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
576 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
580 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
582 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
584 .entity weaponentity = weaponentities[slot];
585 actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
586 actor.(weaponentity).rl_release = 0;
589 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
591 W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
593 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
595 return WEAPON_DEVASTATOR_SUICIDE;
597 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
599 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
600 return WEAPON_DEVASTATOR_MURDER_SPLASH;
602 return WEAPON_DEVASTATOR_MURDER_DIRECT;
608 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
611 org2 = w_org + w_backoff * 12;
612 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
614 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);