]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_devastator.qc
Merge branch 'master' into Mario/despawn_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
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_jump_damage) \
40         w_cvar(id, sn, NONE, remote_jump_radius) \
41         w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
42         w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
43         w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
44         w_cvar(id, sn, NONE, remote_radius) \
45         w_cvar(id, sn, NONE, speed) \
46         w_cvar(id, sn, NONE, speedaccel) \
47         w_cvar(id, sn, NONE, speedstart) \
48         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
49         w_prop(id, sn, float,  reloading_time, reload_time) \
50         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
51         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
52         w_prop(id, sn, string, weaponreplace, weaponreplace) \
53         w_prop(id, sn, float,  weaponstart, weaponstart) \
54         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
55         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
56
57 #ifdef SVQC
58 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
59 .float rl_release;
60 .float rl_detonate_later;
61 #endif
62 #else
63 #ifdef SVQC
64 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
65 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
66
67 void W_Devastator_Unregister(void)
68 {
69         if(self.realowner && self.realowner.lastrocket == self)
70         {
71                 self.realowner.lastrocket = world;
72                 // self.realowner.rl_release = 1;
73         }
74 }
75
76 void W_Devastator_Explode(void)
77 {
78         W_Devastator_Unregister();
79
80         if(other.takedamage == DAMAGE_AIM)
81                 if(IS_PLAYER(other))
82                         if(DIFF_TEAM(self.realowner, other))
83                                 if(other.deadflag == DEAD_NO)
84                                         if(IsFlying(other))
85                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
86
87         self.event_damage = func_null;
88         self.takedamage = DAMAGE_NO;
89
90         RadiusDamage(
91                 self,
92                 self.realowner,
93                 WEP_CVAR(devastator, damage),
94                 WEP_CVAR(devastator, edgedamage),
95                 WEP_CVAR(devastator, radius),
96                 world,
97                 world,
98                 WEP_CVAR(devastator, force),
99                 self.projectiledeathtype,
100                 other
101         );
102
103         if(self.realowner.weapon == WEP_DEVASTATOR)
104         {
105                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
106                 {
107                         self.realowner.cnt = WEP_DEVASTATOR;
108                         ATTACK_FINISHED(self.realowner) = time;
109                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
110                 }
111         }
112         remove(self);
113 }
114
115 void W_Devastator_DoRemoteExplode(void)
116 {
117         W_Devastator_Unregister();
118
119         self.event_damage = func_null;
120         self.takedamage = DAMAGE_NO;
121
122         float handled_as_rocketjump = FALSE;
123
124         entity head = WarpZone_FindRadius(
125                 self.origin,
126                 WEP_CVAR(devastator, remote_jump_radius),
127                 FALSE
128         );
129         
130         while(head)
131         {
132                 if(head.takedamage && (head == self.realowner))
133                 {
134                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
135                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
136                         {
137                                 // we handled this as a rocketjump :)
138                                 handled_as_rocketjump = TRUE;
139
140                                 // modify velocity 
141                                 head.velocity_x *= 0.9;
142                                 head.velocity_y *= 0.9;
143                                 head.velocity_z = bound(
144                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
145                                         head.velocity_z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
146                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
147                                 );
148
149                                 // now do the damage
150                                 RadiusDamage(
151                                         self,
152                                         head,
153                                         WEP_CVAR(devastator, remote_jump_damage),
154                                         WEP_CVAR(devastator, remote_jump_damage),
155                                         WEP_CVAR(devastator, remote_jump_radius),
156                                         world,
157                                         head,
158                                         0,
159                                         self.projectiledeathtype | HITTYPE_BOUNCE,
160                                         world
161                                 );
162                                 break;
163                         }
164                 }
165                 head = head.chain;
166         }
167
168         RadiusDamage(
169                 self,
170                 self.realowner,
171                 WEP_CVAR(devastator, remote_damage),
172                 WEP_CVAR(devastator, remote_edgedamage),
173                 WEP_CVAR(devastator, remote_radius),
174                 (handled_as_rocketjump ? head : world),
175                 world,
176                 WEP_CVAR(devastator, remote_force),
177                 self.projectiledeathtype | HITTYPE_BOUNCE,
178                 world
179         );
180
181         if(self.realowner.weapon == WEP_DEVASTATOR)
182         {
183                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
184                 {
185                         self.realowner.cnt = WEP_DEVASTATOR;
186                         ATTACK_FINISHED(self.realowner) = time;
187                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
188                 }
189         }
190         remove(self);
191 }
192
193 void W_Devastator_RemoteExplode(void)
194 {
195         if(self.realowner.deadflag == DEAD_NO)
196         if(self.realowner.lastrocket)
197         {
198                 if((self.spawnshieldtime >= 0)
199                         ? (time >= self.spawnshieldtime) // timer
200                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
201                 )
202                 {
203                         W_Devastator_DoRemoteExplode();
204                 }
205         }
206 }
207
208 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
209 {
210         if(thisdir * goaldir > maxturn_cos)
211                 return goaldir;
212         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
213                 return thisdir; // refuse to guide (better than letting a numerical error happen)
214         float f, m2;
215         vector v;
216         // solve:
217         //   g = normalize(thisdir + goaldir * X)
218         //   thisdir * g = maxturn
219         //
220         //   gg = thisdir + goaldir * X
221         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
222         //
223         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
224         f = thisdir * goaldir;
225         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
226         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
227         m2 = maxturn_cos * maxturn_cos;
228         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
229         return normalize(thisdir + goaldir * v_y); // the larger solution!
230 }
231 // assume thisdir == -goaldir:
232 //   f == -1
233 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
234 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
235 //   x^2 - 2 * x + 1 = 0
236 //   (x - 1)^2 = 0
237 //   x = 1
238 //   normalize(thisdir + goaldir)
239 //   normalize(0)
240
241 void W_Devastator_Think(void)
242 {
243         vector desireddir, olddir, newdir, desiredorigin, goal;
244         float velspeed, f;
245         self.nextthink = time;
246         if(time > self.cnt)
247         {
248                 other = world;
249                 self.projectiledeathtype |= HITTYPE_BOUNCE;
250                 W_Devastator_Explode();
251                 return;
252         }
253
254         // accelerate
255         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
256         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
257         if(velspeed > 0)
258                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
259
260         // laser guided, or remote detonation
261         if(self.realowner.weapon == WEP_DEVASTATOR)
262         {
263                 if(self == self.realowner.lastrocket)
264                 if(!self.realowner.rl_release)
265                 if(!self.BUTTON_ATCK2)
266                 if(WEP_CVAR(devastator, guiderate))
267                 if(time > self.pushltime)
268                 if(self.realowner.deadflag == DEAD_NO)
269                 {
270                         f = WEP_CVAR(devastator, guideratedelay);
271                         if(f)
272                                 f = bound(0, (time - self.pushltime) / f, 1);
273                         else
274                                 f = 1;
275
276                         velspeed = vlen(self.velocity);
277
278                         makevectors(self.realowner.v_angle);
279                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
280                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
281                         olddir = normalize(self.velocity);
282
283                         // now it gets tricky... we want to move like some curve to approximate the target direction
284                         // but we are limiting the rate at which we can turn!
285                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
286                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
287
288                         self.velocity = newdir * velspeed;
289                         self.angles = vectoangles(self.velocity);
290
291                         if(!self.count)
292                         {
293                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
294                                 // TODO add a better sound here
295                                 sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
296                                 self.count = 1;
297                         }
298                 }
299
300                 if(self.rl_detonate_later)
301                         W_Devastator_RemoteExplode();
302         }
303
304         if(self.csqcprojectile_clientanimate == 0)
305                 UpdateCSQCProjectile(self);
306 }
307
308 void W_Devastator_Touch(void)
309 {
310         if(WarpZone_Projectile_Touch())
311         {
312                 if(wasfreed(self))
313                         W_Devastator_Unregister();
314                 return;
315         }
316         W_Devastator_Unregister();
317         W_Devastator_Explode();
318 }
319
320 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
321 {
322         if(self.health <= 0)
323                 return;
324         
325         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
326                 return; // g_projectiles_damage says to halt
327                 
328         self.health = self.health - damage;
329         self.angles = vectoangles(self.velocity);
330         
331         if(self.health <= 0)
332                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
333 }
334
335 void W_Devastator_Attack(void)
336 {
337         entity missile;
338         entity flash;
339
340         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
341
342         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
343         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
344
345         missile = WarpZone_RefSys_SpawnSameRefSys(self);
346         missile.owner = missile.realowner = self;
347         self.lastrocket = missile;
348         if(WEP_CVAR(devastator, detonatedelay) >= 0)
349                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
350         else
351                 missile.spawnshieldtime = -1;
352         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
353         missile.classname = "rocket";
354         missile.bot_dodge = TRUE;
355         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
356
357         missile.takedamage = DAMAGE_YES;
358         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
359         missile.health = WEP_CVAR(devastator, health);
360         missile.event_damage = W_Devastator_Damage;
361         missile.damagedbycontents = TRUE;
362
363         missile.movetype = MOVETYPE_FLY;
364         PROJECTILE_MAKETRIGGER(missile);
365         missile.projectiledeathtype = WEP_DEVASTATOR;
366         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
367
368         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
369         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
370         missile.angles = vectoangles(missile.velocity);
371
372         missile.touch = W_Devastator_Touch;
373         missile.think = W_Devastator_Think;
374         missile.nextthink = time;
375         missile.cnt = time + WEP_CVAR(devastator, lifetime);
376         missile.flags = FL_PROJECTILE;
377         missile.missile_flags = MIF_SPLASH; 
378
379         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
380
381         // muzzle flash for 1st person view
382         flash = spawn();
383         setmodel(flash, "models/flash.md3"); // precision set below
384         SUB_SetFade(flash, time, 0.1);
385         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
386         W_AttachToShotorg(flash, '5 0 0');
387
388         // common properties
389         other = missile; MUTATOR_CALLHOOK(EditProjectile);
390 }
391
392 float W_Devastator(float req)
393 {
394         entity rock;
395         float rockfound;
396         float ammo_amount;
397         switch(req)
398         {
399                 #if 0
400                 case WR_AIM:
401                 {
402                         // aim and decide to fire if appropriate
403                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
404                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
405                         {
406                                 // decide whether to detonate rockets
407                                 entity missile, targetlist, targ;
408                                 targetlist = findchainfloat(bot_attack, TRUE);
409                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
410                                 {
411                                         targ = targetlist;
412                                         while(targ)
413                                         {
414                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
415                                                 {
416                                                         self.BUTTON_ATCK2 = TRUE;
417                                                         break;
418                                                 }
419                                                 targ = targ.chain;
420                                         }
421                                 }
422                                 
423                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
424                         }
425                         
426                         return TRUE;
427                 }
428                 #else
429                 case WR_AIM:
430                 {
431                         // aim and decide to fire if appropriate
432                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
433                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
434                         {
435                                 // decide whether to detonate rockets
436                                 entity missile, targetlist, targ;
437                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
438                                 float selfdamage, teamdamage, enemydamage;
439                                 edgedamage = WEP_CVAR(devastator, edgedamage);
440                                 coredamage = WEP_CVAR(devastator, damage);
441                                 edgeradius = WEP_CVAR(devastator, radius);
442                                 recipricoledgeradius = 1 / edgeradius;
443                                 selfdamage = 0;
444                                 teamdamage = 0;
445                                 enemydamage = 0;
446                                 targetlist = findchainfloat(bot_attack, TRUE);
447                                 missile = find(world, classname, "rocket");
448                                 while(missile)
449                                 {
450                                         if(missile.realowner != self)
451                                         {
452                                                 missile = find(missile, classname, "rocket");
453                                                 continue;
454                                         }
455                                         targ = targetlist;
456                                         while(targ)
457                                         {
458                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
459                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
460                                                 // count potential damage according to type of target
461                                                 if(targ == self)
462                                                         selfdamage = selfdamage + d;
463                                                 else if(targ.team == self.team && teamplay)
464                                                         teamdamage = teamdamage + d;
465                                                 else if(bot_shouldattack(targ))
466                                                         enemydamage = enemydamage + d;
467                                                 targ = targ.chain;
468                                         }
469                                         missile = find(missile, classname, "rocket");
470                                 }
471                                 float desirabledamage;
472                                 desirabledamage = enemydamage;
473                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
474                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
475                                 if(teamplay && self.team)
476                                         desirabledamage = desirabledamage - teamdamage;
477
478                                 missile = find(world, classname, "rocket");
479                                 while(missile)
480                                 {
481                                         if(missile.realowner != self)
482                                         {
483                                                 missile = find(missile, classname, "rocket");
484                                                 continue;
485                                         }
486                                         makevectors(missile.v_angle);
487                                         targ = targetlist;
488                                         if(skill > 9) // normal players only do this for the target they are tracking
489                                         {
490                                                 targ = targetlist;
491                                                 while(targ)
492                                                 {
493                                                         if(
494                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
495                                                                 && desirabledamage > 0.1*coredamage
496                                                         )self.BUTTON_ATCK2 = TRUE;
497                                                         targ = targ.chain;
498                                                 }
499                                         }else{
500                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
501                                                 //As the distance gets larger, a correct detonation gets near imposible
502                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
503                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
504                                                         if(IS_PLAYER(self.enemy))
505                                                                 if(desirabledamage >= 0.1*coredamage)
506                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
507                                                                                 self.BUTTON_ATCK2 = TRUE;
508                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
509                                         }
510
511                                         missile = find(missile, classname, "rocket");
512                                 }
513                                 // if we would be doing at X percent of the core damage, detonate it
514                                 // but don't fire a new shot at the same time!
515                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
516                                         self.BUTTON_ATCK2 = TRUE;
517                                 if((skill > 6.5) && (selfdamage > self.health))
518                                         self.BUTTON_ATCK2 = FALSE;
519                                 //if(self.BUTTON_ATCK2 == TRUE)
520                                 //      dprint(ftos(desirabledamage),"\n");
521                                 if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
522                         }
523                         
524                         return TRUE;
525                 }
526                 #endif
527                 case WR_THINK:
528                 {
529                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
530                                 WEP_ACTION(self.weapon, WR_RELOAD);
531                         else
532                         {
533                                 if(self.BUTTON_ATCK)
534                                 {
535                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
536                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
537                                         {
538                                                 W_Devastator_Attack();
539                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
540                                                 self.rl_release = 0;
541                                         }
542                                 }
543                                 else
544                                         self.rl_release = 1;
545
546                                 if(self.BUTTON_ATCK2)
547                                 {
548                                         rockfound = 0;
549                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
550                                         {
551                                                 if(!rock.rl_detonate_later)
552                                                 {
553                                                         rock.rl_detonate_later = TRUE;
554                                                         rockfound = 1;
555                                                 }
556                                         }
557                                         if(rockfound)
558                                                 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
559                                 }
560                         }
561                         
562                         return TRUE;
563                 }
564                 case WR_INIT:
565                 {
566                         //if(autocvar_sv_precacheweapons)
567                         //{
568                                 precache_model("models/flash.md3");
569                                 precache_model("models/weapons/g_rl.md3");
570                                 precache_model("models/weapons/v_rl.md3");
571                                 precache_model("models/weapons/h_rl.iqm");
572                                 precache_sound("weapons/rocket_det.wav");
573                                 precache_sound("weapons/rocket_fire.wav");
574                                 precache_sound("weapons/rocket_mode.wav");
575                         //}
576                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
577                         return TRUE;
578                 }
579                 case WR_SETUP:
580                 {
581                         self.rl_release = 1;
582                         return TRUE;
583                 }
584                 case WR_CHECKAMMO1:
585                 {
586                         #if 0
587                         // don't switch while guiding a missile
588                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
589                         {
590                                 ammo_amount = FALSE;
591                                 if(WEP_CVAR(devastator, reload_ammo))
592                                 {
593                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
594                                                 ammo_amount = TRUE;
595                                 }
596                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
597                                         ammo_amount = TRUE;
598                                 return !ammo_amount;
599                         }
600                         #endif
601                         #if 0
602                         if(self.rl_release == 0)
603                         {
604                                 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
605                                 return TRUE;
606                         }
607                         else
608                         {
609                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
610                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
611                                 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"));
612                                 return ammo_amount;
613                         }
614                         #else
615                         ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
616                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
617                         return ammo_amount;
618                         #endif
619                 }
620                 case WR_CHECKAMMO2:
621                 {
622                         return FALSE;
623                 }
624                 case WR_CONFIG:
625                 {
626                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
627                         return TRUE;
628                 }
629                 case WR_RESETPLAYER:
630                 {
631                         self.rl_release = 0;
632                         return TRUE;
633                 }
634                 case WR_RELOAD:
635                 {
636                         W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
637                         return TRUE;
638                 }
639                 case WR_SUICIDEMESSAGE:
640                 {
641                         return WEAPON_DEVASTATOR_SUICIDE;
642                 }
643                 case WR_KILLMESSAGE:
644                 {
645                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
646                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
647                         else
648                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
649                 }
650         }
651         return FALSE;
652 }
653 #endif
654 #ifdef CSQC
655 float W_Devastator(float req)
656 {
657         switch(req)
658         {
659                 case WR_IMPACTEFFECT:
660                 {
661                         vector org2;
662                         org2 = w_org + w_backoff * 12;
663                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
664                         if(!w_issilent)
665                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
666                                 
667                         return TRUE;
668                 }
669                 case WR_INIT:
670                 {
671                         precache_sound("weapons/rocket_impact.wav");
672                         return TRUE;
673                 }
674                 case WR_ZOOMRETICLE:
675                 {
676                         // no weapon specific image for this weapon
677                         return FALSE;
678                 }
679         }
680         return FALSE;
681 }
682 #endif
683 #endif