]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
More consistency in the weapon files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
index 1bdbbd51ed61fa04769a065ad9224b1998dbc7d9..b0d7a0a1a26d8896cc08f86f6b56240c198524dd 100644 (file)
@@ -1,44 +1,53 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ DEVASTATOR,
-/* function */ W_Devastator,
-/* ammotype */ IT_ROCKETS,
-/* impulse  */ 9,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_HIGH,
-/* model    */ "rl",
-/* netname  */ "devastator",
-/* fullname */ _("Devastator")
+/* WEP_##id  */ DEVASTATOR,
+/* function  */ W_Devastator,
+/* ammotype  */ ammo_rockets,
+/* impulse   */ 9,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_HIGH,
+/* color     */ '1 1 0',
+/* modelname */ "rl",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* wepimg    */ "weaponrocketlauncher",
+/* refname   */ "devastator",
+/* wepname   */ _("Devastator")
 );
 
-#define DEVASTATOR_SETTINGS(w_cvar,w_prop) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, ammo) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, animtime) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, damage) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, damageforcescale) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, detonatedelay) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, edgedamage) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, force) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidedelay) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidegoal) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guiderate) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guideratedelay) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidestop) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, health) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, lifetime) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, radius) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, refire) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_damage) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_edgedamage) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_force) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_radius) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speed) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speedaccel) \
-       w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speedstart) \
-       w_prop(WEP_DEVASTATOR, devastator, reloading_ammo, reload_ammo) \
-       w_prop(WEP_DEVASTATOR, devastator, reloading_time, reload_time) \
-       w_prop(WEP_DEVASTATOR, devastator, switchdelay_raise, switchdelay_raise) \
-       w_prop(WEP_DEVASTATOR, devastator, switchdelay_drop, switchdelay_drop)
+#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
+#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, NONE, ammo) \
+       w_cvar(id, sn, NONE, animtime) \
+       w_cvar(id, sn, NONE, damage) \
+       w_cvar(id, sn, NONE, damageforcescale) \
+       w_cvar(id, sn, NONE, detonatedelay) \
+       w_cvar(id, sn, NONE, edgedamage) \
+       w_cvar(id, sn, NONE, force) \
+       w_cvar(id, sn, NONE, guidedelay) \
+       w_cvar(id, sn, NONE, guidegoal) \
+       w_cvar(id, sn, NONE, guiderate) \
+       w_cvar(id, sn, NONE, guideratedelay) \
+       w_cvar(id, sn, NONE, guidestop) \
+       w_cvar(id, sn, NONE, health) \
+       w_cvar(id, sn, NONE, lifetime) \
+       w_cvar(id, sn, NONE, radius) \
+       w_cvar(id, sn, NONE, refire) \
+       w_cvar(id, sn, NONE, remote_damage) \
+       w_cvar(id, sn, NONE, remote_edgedamage) \
+       w_cvar(id, sn, NONE, remote_force) \
+       w_cvar(id, sn, NONE, remote_radius) \
+       w_cvar(id, sn, NONE, speed) \
+       w_cvar(id, sn, NONE, speedaccel) \
+       w_cvar(id, sn, NONE, speedstart) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
@@ -47,10 +56,10 @@ DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
-void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
 
-void W_Devastator_Unregister()
+void W_Devastator_Unregister(void)
 {
        if(self.realowner && self.realowner.lastrocket == self)
        {
@@ -59,7 +68,7 @@ void W_Devastator_Unregister()
        }
 }
 
-void W_Devastator_Explode()
+void W_Devastator_Explode(void)
 {
        W_Devastator_Unregister();
 
@@ -73,42 +82,42 @@ void W_Devastator_Explode()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       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);
+       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);
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
-               if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
+               if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
                        self.realowner.cnt = WEP_DEVASTATOR;
                        ATTACK_FINISHED(self.realowner) = time;
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_DoRemoteExplode()
+void W_Devastator_DoRemoteExplode(void)
 {
        W_Devastator_Unregister();
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       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);
+       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);
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
-               if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
+               if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
                        self.realowner.cnt = WEP_DEVASTATOR;
                        ATTACK_FINISHED(self.realowner) = time;
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_RemoteExplode()
+void W_Devastator_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
        if(self.realowner.lastrocket)
@@ -156,7 +165,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
 //   normalize(thisdir + goaldir)
 //   normalize(0)
 
-void W_Devastator_Think (void)
+void W_Devastator_Think(void)
 {
        vector desireddir, olddir, newdir, desiredorigin, goal;
 #if 0
@@ -164,22 +173,22 @@ void W_Devastator_Think (void)
 #endif
        float velspeed, f;
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Devastator_Explode ();
+               W_Devastator_Explode();
                return;
        }
 
        // accelerate
        makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
        velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
-       if (velspeed > 0)
+       if(velspeed > 0)
                self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
 
        // laser guided, or remote detonation
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self == self.realowner.lastrocket)
                if(!self.realowner.rl_release)
@@ -213,7 +222,7 @@ void W_Devastator_Think (void)
                        {
                                pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
                                // TODO add a better sound here
-                               sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
                                self.count = 1;
                        }
                }
@@ -226,7 +235,7 @@ void W_Devastator_Think (void)
                UpdateCSQCProjectile(self);
 }
 
-void W_Devastator_Touch (void)
+void W_Devastator_Touch(void)
 {
        if(WarpZone_Projectile_Touch())
        {
@@ -235,32 +244,32 @@ void W_Devastator_Touch (void)
                return;
        }
        W_Devastator_Unregister();
-       W_Devastator_Explode ();
+       W_Devastator_Explode();
 }
 
-void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
        
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
 }
 
-void W_Devastator_Attack (void)
+void W_Devastator_Attack(void)
 {
        entity missile;
        entity flash;
 
-       W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
+       W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -284,11 +293,11 @@ void W_Devastator_Attack (void)
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_DEVASTATOR;
-       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+       setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
-       setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
-       missile.angles = vectoangles (missile.velocity);
+       setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
+       missile.angles = vectoangles(missile.velocity);
 
        missile.touch = W_Devastator_Touch;
        missile.think = W_Devastator_Think;
@@ -300,9 +309,9 @@ void W_Devastator_Attack (void)
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
 
        // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
+       flash = spawn();
+       setmodel(flash, "models/flash.md3"); // precision set below
+       SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
 
@@ -317,7 +326,8 @@ float W_Devastator(float req)
        float ammo_amount;
        switch(req)
        {
-               case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
+               #if 0
+               case WR_AIM:
                {
                        // aim and decide to fire if appropriate
                        self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
@@ -329,7 +339,7 @@ float W_Devastator(float req)
                                for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
                                {
                                        targ = targetlist;
-                                       while (targ)
+                                       while(targ)
                                        {
                                                if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
                                                {
@@ -345,13 +355,112 @@ float W_Devastator(float req)
                        
                        return TRUE;
                }
+               #else
+               case WR_AIM:
+               {
+                       // aim and decide to fire if appropriate
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+                       if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+                       {
+                               // decide whether to detonate rockets
+                               entity missile, targetlist, targ;
+                               float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+                               float selfdamage, teamdamage, enemydamage;
+                               edgedamage = WEP_CVAR(devastator, edgedamage);
+                               coredamage = WEP_CVAR(devastator, damage);
+                               edgeradius = WEP_CVAR(devastator, radius);
+                               recipricoledgeradius = 1 / edgeradius;
+                               selfdamage = 0;
+                               teamdamage = 0;
+                               enemydamage = 0;
+                               targetlist = findchainfloat(bot_attack, TRUE);
+                               missile = find(world, classname, "rocket");
+                               while(missile)
+                               {
+                                       if(missile.realowner != self)
+                                       {
+                                               missile = find(missile, classname, "rocket");
+                                               continue;
+                                       }
+                                       targ = targetlist;
+                                       while(targ)
+                                       {
+                                               d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
+                                               d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+                                               // count potential damage according to type of target
+                                               if(targ == self)
+                                                       selfdamage = selfdamage + d;
+                                               else if(targ.team == self.team && teamplay)
+                                                       teamdamage = teamdamage + d;
+                                               else if(bot_shouldattack(targ))
+                                                       enemydamage = enemydamage + d;
+                                               targ = targ.chain;
+                                       }
+                                       missile = find(missile, classname, "rocket");
+                               }
+                               float desirabledamage;
+                               desirabledamage = enemydamage;
+                               if(time > self.invincible_finished && time > self.spawnshieldtime)
+                                       desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+                               if(teamplay && self.team)
+                                       desirabledamage = desirabledamage - teamdamage;
+
+                               missile = find(world, classname, "rocket");
+                               while(missile)
+                               {
+                                       if(missile.realowner != self)
+                                       {
+                                               missile = find(missile, classname, "rocket");
+                                               continue;
+                                       }
+                                       makevectors(missile.v_angle);
+                                       targ = targetlist;
+                                       if(skill > 9) // normal players only do this for the target they are tracking
+                                       {
+                                               targ = targetlist;
+                                               while(targ)
+                                               {
+                                                       if(
+                                                               (v_forward * normalize(missile.origin - targ.origin)< 0.1)
+                                                               && desirabledamage > 0.1*coredamage
+                                                       )self.BUTTON_ATCK2 = TRUE;
+                                                       targ = targ.chain;
+                                               }
+                                       }else{
+                                               float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+                                               //As the distance gets larger, a correct detonation gets near imposible
+                                               //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
+                                               if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
+                                                       if(IS_PLAYER(self.enemy))
+                                                               if(desirabledamage >= 0.1*coredamage)
+                                                                       if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+                                                                               self.BUTTON_ATCK2 = TRUE;
+                                       //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+                                       }
+
+                                       missile = find(missile, classname, "rocket");
+                               }
+                               // if we would be doing at X percent of the core damage, detonate it
+                               // but don't fire a new shot at the same time!
+                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                                       self.BUTTON_ATCK2 = TRUE;
+                               if((skill > 6.5) && (selfdamage > self.health))
+                                       self.BUTTON_ATCK2 = FALSE;
+                               //if(self.BUTTON_ATCK2 == TRUE)
+                               //      dprint(ftos(desirabledamage),"\n");
+                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                       }
+                       
+                       return TRUE;
+               }
+               #endif
                case WR_THINK:
                {
                        if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
-                               if (self.BUTTON_ATCK)
+                               if(self.BUTTON_ATCK)
                                {
                                        if(self.rl_release || WEP_CVAR(devastator, guidestop))
                                        if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
@@ -364,7 +473,7 @@ float W_Devastator(float req)
                                else
                                        self.rl_release = 1;
 
-                               if (self.BUTTON_ATCK2)
+                               if(self.BUTTON_ATCK2)
                                {
                                        rockfound = 0;
                                        for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
@@ -376,7 +485,7 @@ float W_Devastator(float req)
                                                }
                                        }
                                        if(rockfound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
                        }
                        
@@ -394,32 +503,49 @@ float W_Devastator(float req)
                                precache_sound("weapons/rocket_fire.wav");
                                precache_sound("weapons/rocket_mode.wav");
                        }
-                       DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       self.current_ammo = ammo_rockets;
                        self.rl_release = 1;
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
+                       #if 0
                        // don't switch while guiding a missile
-                       if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
                        {
                                ammo_amount = FALSE;
                                if(WEP_CVAR(devastator, reload_ammo))
                                {
-                                       if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
+                                       if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
                                                ammo_amount = TRUE;
                                }
-                               else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
+                               else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                                        ammo_amount = TRUE;
                                return !ammo_amount;
                        }
-                       
-                       return TRUE;
+                       #endif
+                       #if 0
+                       if(self.rl_release == 0)
+                       {
+                               printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
+                               return TRUE;
+                       }
+                       else
+                       {
+                               ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+                               ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+                               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"));
+                               return ammo_amount;
+                       }
+                       #else
+                       ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+                       ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+                       return ammo_amount;
+                       #endif
                }
                case WR_CHECKAMMO2:
                {
@@ -442,17 +568,17 @@ float W_Devastator(float req)
                }
                case WR_SUICIDEMESSAGE:
                {
-                       return WEAPON_ROCKETLAUNCHER_SUICIDE;
+                       return WEAPON_DEVASTATOR_SUICIDE;
                }
                case WR_KILLMESSAGE:
                {
                        if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
-                               return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
+                               return WEAPON_DEVASTATOR_MURDER_SPLASH;
                        else
-                               return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
+                               return WEAPON_DEVASTATOR_MURDER_DIRECT;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -475,8 +601,13 @@ float W_Devastator(float req)
                        precache_sound("weapons/rocket_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif