]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_devastator.qc
Even more floats to bool/int
[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 0.7",
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                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
107                 {
108                         self.realowner.cnt = WEP_DEVASTATOR;
109                         ATTACK_FINISHED(self.realowner) = time;
110                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
111                 }
112         }
113         remove(self);
114 }
115
116 void W_Devastator_DoRemoteExplode(void)
117 {
118         W_Devastator_Unregister();
119
120         self.event_damage = func_null;
121         self.takedamage = DAMAGE_NO;
122
123         float handled_as_rocketjump = false;
124
125         entity head = WarpZone_FindRadius(
126                 self.origin,
127                 WEP_CVAR(devastator, remote_jump_radius),
128                 false
129         );
130
131         while(head)
132         {
133                 if(head.takedamage && (head == self.realowner))
134                 {
135                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
136                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
137                         {
138                                 // we handled this as a rocketjump :)
139                                 handled_as_rocketjump = true;
140
141                                 // modify velocity
142                                 head.velocity_x *= 0.9;
143                                 head.velocity_y *= 0.9;
144                                 head.velocity_z = bound(
145                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
146                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
147                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
148                                 );
149
150                                 // now do the damage
151                                 RadiusDamage(
152                                         self,
153                                         head,
154                                         WEP_CVAR(devastator, remote_jump_damage),
155                                         WEP_CVAR(devastator, remote_jump_damage),
156                                         WEP_CVAR(devastator, remote_jump_radius),
157                                         world,
158                                         head,
159                                         0,
160                                         self.projectiledeathtype | HITTYPE_BOUNCE,
161                                         world
162                                 );
163                                 break;
164                         }
165                 }
166                 head = head.chain;
167         }
168
169         RadiusDamage(
170                 self,
171                 self.realowner,
172                 WEP_CVAR(devastator, remote_damage),
173                 WEP_CVAR(devastator, remote_edgedamage),
174                 WEP_CVAR(devastator, remote_radius),
175                 (handled_as_rocketjump ? head : world),
176                 world,
177                 WEP_CVAR(devastator, remote_force),
178                 self.projectiledeathtype | HITTYPE_BOUNCE,
179                 world
180         );
181
182         if(self.realowner.weapon == WEP_DEVASTATOR)
183         {
184                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
185                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
186                 {
187                         self.realowner.cnt = WEP_DEVASTATOR;
188                         ATTACK_FINISHED(self.realowner) = time;
189                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
190                 }
191         }
192         remove(self);
193 }
194
195 void W_Devastator_RemoteExplode(void)
196 {
197         if(self.realowner.deadflag == DEAD_NO)
198         if(self.realowner.lastrocket)
199         {
200                 if((self.spawnshieldtime >= 0)
201                         ? (time >= self.spawnshieldtime) // timer
202                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
203                 )
204                 {
205                         W_Devastator_DoRemoteExplode();
206                 }
207         }
208 }
209
210 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
211 {
212         if(thisdir * goaldir > maxturn_cos)
213                 return goaldir;
214         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
215                 return thisdir; // refuse to guide (better than letting a numerical error happen)
216         float f, m2;
217         vector v;
218         // solve:
219         //   g = normalize(thisdir + goaldir * X)
220         //   thisdir * g = maxturn
221         //
222         //   gg = thisdir + goaldir * X
223         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
224         //
225         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
226         f = thisdir * goaldir;
227         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
228         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
229         m2 = maxturn_cos * maxturn_cos;
230         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
231         return normalize(thisdir + goaldir * v.y); // the larger solution!
232 }
233 // assume thisdir == -goaldir:
234 //   f == -1
235 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
236 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
237 //   x^2 - 2 * x + 1 = 0
238 //   (x - 1)^2 = 0
239 //   x = 1
240 //   normalize(thisdir + goaldir)
241 //   normalize(0)
242
243 void W_Devastator_Think(void)
244 {
245         vector desireddir, olddir, newdir, desiredorigin, goal;
246         float velspeed, f;
247         self.nextthink = time;
248         if(time > self.cnt)
249         {
250                 other = world;
251                 self.projectiledeathtype |= HITTYPE_BOUNCE;
252                 W_Devastator_Explode();
253                 return;
254         }
255
256         // accelerate
257         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
258         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
259         if(velspeed > 0)
260                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
261
262         // laser guided, or remote detonation
263         if(self.realowner.weapon == WEP_DEVASTATOR)
264         {
265                 if(self == self.realowner.lastrocket)
266                 if(!self.realowner.rl_release)
267                 if(!self.BUTTON_ATCK2)
268                 if(WEP_CVAR(devastator, guiderate))
269                 if(time > self.pushltime)
270                 if(self.realowner.deadflag == DEAD_NO)
271                 {
272                         f = WEP_CVAR(devastator, guideratedelay);
273                         if(f)
274                                 f = bound(0, (time - self.pushltime) / f, 1);
275                         else
276                                 f = 1;
277
278                         velspeed = vlen(self.velocity);
279
280                         makevectors(self.realowner.v_angle);
281                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
282                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
283                         olddir = normalize(self.velocity);
284
285                         // now it gets tricky... we want to move like some curve to approximate the target direction
286                         // but we are limiting the rate at which we can turn!
287                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
288                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
289
290                         self.velocity = newdir * velspeed;
291                         self.angles = vectoangles(self.velocity);
292
293                         if(!self.count)
294                         {
295                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
296                                 // TODO add a better sound here
297                                 sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
298                                 self.count = 1;
299                         }
300                 }
301
302                 if(self.rl_detonate_later)
303                         W_Devastator_RemoteExplode();
304         }
305
306         if(self.csqcprojectile_clientanimate == 0)
307                 UpdateCSQCProjectile(self);
308 }
309
310 void W_Devastator_Touch(void)
311 {
312         if(WarpZone_Projectile_Touch())
313         {
314                 if(wasfreed(self))
315                         W_Devastator_Unregister();
316                 return;
317         }
318         W_Devastator_Unregister();
319         W_Devastator_Explode();
320 }
321
322 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
323 {
324         if(self.health <= 0)
325                 return;
326
327         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
328                 return; // g_projectiles_damage says to halt
329
330         self.health = self.health - damage;
331         self.angles = vectoangles(self.velocity);
332
333         if(self.health <= 0)
334                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
335 }
336
337 void W_Devastator_Attack(void)
338 {
339         entity missile;
340         entity flash;
341
342         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
343
344         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
345         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
346
347         missile = WarpZone_RefSys_SpawnSameRefSys(self);
348         missile.owner = missile.realowner = self;
349         self.lastrocket = missile;
350         if(WEP_CVAR(devastator, detonatedelay) >= 0)
351                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
352         else
353                 missile.spawnshieldtime = -1;
354         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
355         missile.classname = "rocket";
356         missile.bot_dodge = true;
357         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
358
359         missile.takedamage = DAMAGE_YES;
360         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
361         missile.health = WEP_CVAR(devastator, health);
362         missile.event_damage = W_Devastator_Damage;
363         missile.damagedbycontents = true;
364
365         missile.movetype = MOVETYPE_FLY;
366         PROJECTILE_MAKETRIGGER(missile);
367         missile.projectiledeathtype = WEP_DEVASTATOR;
368         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
369
370         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
371         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
372         missile.angles = vectoangles(missile.velocity);
373
374         missile.touch = W_Devastator_Touch;
375         missile.think = W_Devastator_Think;
376         missile.nextthink = time;
377         missile.cnt = time + WEP_CVAR(devastator, lifetime);
378         missile.flags = FL_PROJECTILE;
379         missile.missile_flags = MIF_SPLASH;
380
381         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
382
383         // muzzle flash for 1st person view
384         flash = spawn();
385         setmodel(flash, "models/flash.md3"); // precision set below
386         SUB_SetFade(flash, time, 0.1);
387         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
388         W_AttachToShotorg(flash, '5 0 0');
389
390         // common properties
391         other = missile; MUTATOR_CALLHOOK(EditProjectile);
392 }
393
394 bool W_Devastator(int req)
395 {
396         entity rock;
397         float rockfound;
398         float ammo_amount;
399         switch(req)
400         {
401                 #if 0
402                 case WR_AIM:
403                 {
404                         // aim and decide to fire if appropriate
405                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
406                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
407                         {
408                                 // decide whether to detonate rockets
409                                 entity missile, targetlist, targ;
410                                 targetlist = findchainfloat(bot_attack, true);
411                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
412                                 {
413                                         targ = targetlist;
414                                         while(targ)
415                                         {
416                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
417                                                 {
418                                                         self.BUTTON_ATCK2 = true;
419                                                         break;
420                                                 }
421                                                 targ = targ.chain;
422                                         }
423                                 }
424
425                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
426                         }
427
428                         return true;
429                 }
430                 #else
431                 case WR_AIM:
432                 {
433                         // aim and decide to fire if appropriate
434                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
435                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
436                         {
437                                 // decide whether to detonate rockets
438                                 entity missile, targetlist, targ;
439                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
440                                 float selfdamage, teamdamage, enemydamage;
441                                 edgedamage = WEP_CVAR(devastator, edgedamage);
442                                 coredamage = WEP_CVAR(devastator, damage);
443                                 edgeradius = WEP_CVAR(devastator, radius);
444                                 recipricoledgeradius = 1 / edgeradius;
445                                 selfdamage = 0;
446                                 teamdamage = 0;
447                                 enemydamage = 0;
448                                 targetlist = findchainfloat(bot_attack, true);
449                                 missile = find(world, classname, "rocket");
450                                 while(missile)
451                                 {
452                                         if(missile.realowner != self)
453                                         {
454                                                 missile = find(missile, classname, "rocket");
455                                                 continue;
456                                         }
457                                         targ = targetlist;
458                                         while(targ)
459                                         {
460                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
461                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
462                                                 // count potential damage according to type of target
463                                                 if(targ == self)
464                                                         selfdamage = selfdamage + d;
465                                                 else if(targ.team == self.team && teamplay)
466                                                         teamdamage = teamdamage + d;
467                                                 else if(bot_shouldattack(targ))
468                                                         enemydamage = enemydamage + d;
469                                                 targ = targ.chain;
470                                         }
471                                         missile = find(missile, classname, "rocket");
472                                 }
473                                 float desirabledamage;
474                                 desirabledamage = enemydamage;
475                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
476                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
477                                 if(teamplay && self.team)
478                                         desirabledamage = desirabledamage - teamdamage;
479
480                                 missile = find(world, classname, "rocket");
481                                 while(missile)
482                                 {
483                                         if(missile.realowner != self)
484                                         {
485                                                 missile = find(missile, classname, "rocket");
486                                                 continue;
487                                         }
488                                         makevectors(missile.v_angle);
489                                         targ = targetlist;
490                                         if(skill > 9) // normal players only do this for the target they are tracking
491                                         {
492                                                 targ = targetlist;
493                                                 while(targ)
494                                                 {
495                                                         if(
496                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
497                                                                 && desirabledamage > 0.1*coredamage
498                                                         )self.BUTTON_ATCK2 = true;
499                                                         targ = targ.chain;
500                                                 }
501                                         }else{
502                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
503                                                 //As the distance gets larger, a correct detonation gets near imposible
504                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
505                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
506                                                         if(IS_PLAYER(self.enemy))
507                                                                 if(desirabledamage >= 0.1*coredamage)
508                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
509                                                                                 self.BUTTON_ATCK2 = true;
510                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
511                                         }
512
513                                         missile = find(missile, classname, "rocket");
514                                 }
515                                 // if we would be doing at X percent of the core damage, detonate it
516                                 // but don't fire a new shot at the same time!
517                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
518                                         self.BUTTON_ATCK2 = true;
519                                 if((skill > 6.5) && (selfdamage > self.health))
520                                         self.BUTTON_ATCK2 = false;
521                                 //if(self.BUTTON_ATCK2 == true)
522                                 //      dprint(ftos(desirabledamage),"\n");
523                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
524                         }
525
526                         return true;
527                 }
528                 #endif
529                 case WR_THINK:
530                 {
531                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
532                                 WEP_ACTION(self.weapon, WR_RELOAD);
533                         else
534                         {
535                                 if(self.BUTTON_ATCK)
536                                 {
537                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
538                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
539                                         {
540                                                 W_Devastator_Attack();
541                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
542                                                 self.rl_release = 0;
543                                         }
544                                 }
545                                 else
546                                         self.rl_release = 1;
547
548                                 if(self.BUTTON_ATCK2)
549                                 if(self.switchweapon == WEP_DEVASTATOR)
550                                 {
551                                         rockfound = 0;
552                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
553                                         {
554                                                 if(!rock.rl_detonate_later)
555                                                 {
556                                                         rock.rl_detonate_later = true;
557                                                         rockfound = 1;
558                                                 }
559                                         }
560                                         if(rockfound)
561                                                 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
562                                 }
563                         }
564
565                         return true;
566                 }
567                 case WR_INIT:
568                 {
569                         //if(autocvar_sv_precacheweapons)
570                         //{
571                                 precache_model("models/flash.md3");
572                                 precache_model("models/weapons/g_rl.md3");
573                                 precache_model("models/weapons/v_rl.md3");
574                                 precache_model("models/weapons/h_rl.iqm");
575                                 precache_sound("weapons/rocket_det.wav");
576                                 precache_sound("weapons/rocket_fire.wav");
577                                 precache_sound("weapons/rocket_mode.wav");
578                         //}
579                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
580                         return true;
581                 }
582                 case WR_SETUP:
583                 {
584                         self.rl_release = 1;
585                         return true;
586                 }
587                 case WR_CHECKAMMO1:
588                 {
589                         #if 0
590                         // don't switch while guiding a missile
591                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
592                         {
593                                 ammo_amount = false;
594                                 if(WEP_CVAR(devastator, reload_ammo))
595                                 {
596                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
597                                                 ammo_amount = true;
598                                 }
599                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
600                                         ammo_amount = true;
601                                 return !ammo_amount;
602                         }
603                         #endif
604                         #if 0
605                         if(self.rl_release == 0)
606                         {
607                                 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
608                                 return true;
609                         }
610                         else
611                         {
612                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
613                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
614                                 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"));
615                                 return ammo_amount;
616                         }
617                         #else
618                         ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
619                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
620                         return ammo_amount;
621                         #endif
622                 }
623                 case WR_CHECKAMMO2:
624                 {
625                         return false;
626                 }
627                 case WR_CONFIG:
628                 {
629                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
630                         return true;
631                 }
632                 case WR_RESETPLAYER:
633                 {
634                         self.rl_release = 0;
635                         return true;
636                 }
637                 case WR_RELOAD:
638                 {
639                         W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
640                         return true;
641                 }
642                 case WR_SUICIDEMESSAGE:
643                 {
644                         return WEAPON_DEVASTATOR_SUICIDE;
645                 }
646                 case WR_KILLMESSAGE:
647                 {
648                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
649                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
650                         else
651                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
652                 }
653         }
654         return false;
655 }
656 #endif
657 #ifdef CSQC
658 bool W_Devastator(int req)
659 {
660         switch(req)
661         {
662                 case WR_IMPACTEFFECT:
663                 {
664                         vector org2;
665                         org2 = w_org + w_backoff * 12;
666                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
667                         if(!w_issilent)
668                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
669
670                         return true;
671                 }
672                 case WR_INIT:
673                 {
674                         precache_sound("weapons/rocket_impact.wav");
675                         return true;
676                 }
677                 case WR_ZOOMRETICLE:
678                 {
679                         // no weapon specific image for this weapon
680                         return false;
681                 }
682         }
683         return false;
684 }
685 #endif
686 #endif