Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Devastator, Weapon)
3 /* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(Devastator, impulse, int, 9)
5 /* flags     */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
14 /* wepimg    */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
15 /* refname   */ ATTRIB(Devastator, netname, string, "devastator");
16 /* wepname   */ ATTRIB(Devastator, m_name, string, _("Devastator"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, NONE) \
21         P(class, prefix, animtime, float, NONE) \
22         P(class, prefix, damageforcescale, float, NONE) \
23         P(class, prefix, damage, float, NONE) \
24         P(class, prefix, detonatedelay, float, NONE) \
25         P(class, prefix, edgedamage, float, NONE) \
26         P(class, prefix, force, float, NONE) \
27         P(class, prefix, guidedelay, float, NONE) \
28         P(class, prefix, guidegoal, float, NONE) \
29         P(class, prefix, guideratedelay, float, NONE) \
30         P(class, prefix, guiderate, float, NONE) \
31         P(class, prefix, guidestop, float, NONE) \
32         P(class, prefix, health, float, NONE) \
33         P(class, prefix, lifetime, float, NONE) \
34         P(class, prefix, radius, float, NONE) \
35         P(class, prefix, refire, float, NONE) \
36                 P(class, prefix, reload_ammo, float, NONE) \
37                 P(class, prefix, reload_time, float, NONE) \
38         P(class, prefix, remote_damage, float, NONE) \
39         P(class, prefix, remote_edgedamage, float, NONE) \
40         P(class, prefix, remote_force, float, NONE) \
41         P(class, prefix, remote_jump_damage, float, NONE) \
42         P(class, prefix, remote_jump_radius, float, NONE) \
43         P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
44         P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
45         P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
46         P(class, prefix, remote_radius, float, NONE) \
47         P(class, prefix, speedaccel, float, NONE) \
48         P(class, prefix, speedstart, float, NONE) \
49         P(class, prefix, speed, float, NONE) \
50                 P(class, prefix, switchdelay_drop, float, NONE) \
51                 P(class, prefix, switchdelay_raise, float, NONE) \
52                 P(class, prefix, weaponreplace, string,NONE) \
53                 P(class, prefix, weaponstartoverride, float, NONE) \
54                 P(class, prefix, weaponstart, float, NONE) \
55                 P(class, prefix, weaponthrowable, float, NONE) \
56         END()
57         W_PROPS(X, Devastator, devastator)
58 #undef X
59
60 ENDCLASS(Devastator)
61 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
62
63 #ifdef SVQC
64 .float rl_release;
65 .float rl_detonate_later;
66 #endif
67 #endif
68 #ifdef IMPLEMENTATION
69 #ifdef SVQC
70 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
71 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
72
73 .entity lastrocket;
74
75 void W_Devastator_Unregister()
76 {SELFPARAM();
77         if(self.realowner && self.realowner.lastrocket == self)
78         {
79                 self.realowner.lastrocket = world;
80                 // self.realowner.rl_release = 1;
81         }
82 }
83
84 void W_Devastator_Explode(entity this)
85 {
86         W_Devastator_Unregister();
87
88         if(other.takedamage == DAMAGE_AIM)
89                 if(IS_PLAYER(other))
90                         if(DIFF_TEAM(self.realowner, other))
91                                 if(!IS_DEAD(other))
92                                         if(IsFlying(other))
93                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
94
95         self.event_damage = func_null;
96         self.takedamage = DAMAGE_NO;
97
98         RadiusDamage(
99                 self,
100                 self.realowner,
101                 WEP_CVAR(devastator, damage),
102                 WEP_CVAR(devastator, edgedamage),
103                 WEP_CVAR(devastator, radius),
104                 world,
105                 world,
106                 WEP_CVAR(devastator, force),
107                 self.projectiledeathtype,
108                 other
109         );
110
111         Weapon thiswep = WEP_DEVASTATOR;
112         if(PS(self.realowner).m_weapon == thiswep)
113         {
114                 if(self.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
115                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
116                 {
117                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
118                         int slot = 0; // TODO: unhardcode
119                         ATTACK_FINISHED(self.realowner, slot) = time;
120                         PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
121                 }
122         }
123         remove(self);
124 }
125
126 void W_Devastator_DoRemoteExplode(.entity weaponentity)
127 {SELFPARAM();
128         W_Devastator_Unregister();
129
130         self.event_damage = func_null;
131         self.takedamage = DAMAGE_NO;
132
133         float handled_as_rocketjump = false;
134
135         entity head = WarpZone_FindRadius(
136                 self.origin,
137                 WEP_CVAR(devastator, remote_jump_radius),
138                 false
139         );
140
141         while(head)
142         {
143                 if(head.takedamage && (head == self.realowner))
144                 {
145                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
146                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
147                         {
148                                 // we handled this as a rocketjump :)
149                                 handled_as_rocketjump = true;
150
151                                 // modify velocity
152                                 head.velocity_x *= 0.9;
153                                 head.velocity_y *= 0.9;
154                                 head.velocity_z = bound(
155                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
156                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
157                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
158                                 );
159
160                                 // now do the damage
161                                 RadiusDamage(
162                                         self,
163                                         head,
164                                         WEP_CVAR(devastator, remote_jump_damage),
165                                         WEP_CVAR(devastator, remote_jump_damage),
166                                         WEP_CVAR(devastator, remote_jump_radius),
167                                         world,
168                                         head,
169                                         0,
170                                         self.projectiledeathtype | HITTYPE_BOUNCE,
171                                         world
172                                 );
173                                 break;
174                         }
175                 }
176                 head = head.chain;
177         }
178
179         RadiusDamage(
180                 self,
181                 self.realowner,
182                 WEP_CVAR(devastator, remote_damage),
183                 WEP_CVAR(devastator, remote_edgedamage),
184                 WEP_CVAR(devastator, remote_radius),
185                 (handled_as_rocketjump ? head : world),
186                 world,
187                 WEP_CVAR(devastator, remote_force),
188                 self.projectiledeathtype | HITTYPE_BOUNCE,
189                 world
190         );
191
192         Weapon thiswep = WEP_DEVASTATOR;
193         if(PS(self.realowner).m_weapon == thiswep)
194         {
195                 if(self.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
196                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
197                 {
198                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
199                         int slot = weaponslot(weaponentity);
200                         ATTACK_FINISHED(self.realowner, slot) = time;
201                         PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
202                 }
203         }
204         remove(self);
205 }
206
207 void W_Devastator_RemoteExplode(.entity weaponentity)
208 {SELFPARAM();
209         if(!IS_DEAD(self.realowner))
210         if(self.realowner.lastrocket)
211         {
212                 if((self.spawnshieldtime >= 0)
213                         ? (time >= self.spawnshieldtime) // timer
214                         : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
215                 )
216                 {
217                         W_Devastator_DoRemoteExplode(weaponentity);
218                 }
219         }
220 }
221
222 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
223 {
224         if(thisdir * goaldir > maxturn_cos)
225                 return goaldir;
226         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
227                 return thisdir; // refuse to guide (better than letting a numerical error happen)
228         float f, m2;
229         vector v;
230         // solve:
231         //   g = normalize(thisdir + goaldir * X)
232         //   thisdir * g = maxturn
233         //
234         //   gg = thisdir + goaldir * X
235         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
236         //
237         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
238         f = thisdir * goaldir;
239         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
240         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
241         m2 = maxturn_cos * maxturn_cos;
242         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
243         return normalize(thisdir + goaldir * v.y); // the larger solution!
244 }
245 // assume thisdir == -goaldir:
246 //   f == -1
247 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
248 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
249 //   x^2 - 2 * x + 1 = 0
250 //   (x - 1)^2 = 0
251 //   x = 1
252 //   normalize(thisdir + goaldir)
253 //   normalize(0)
254
255 void W_Devastator_Think(entity this)
256 {
257         vector desireddir, olddir, newdir, desiredorigin, goal;
258         float velspeed, f;
259         self.nextthink = time;
260         if(time > self.cnt)
261         {
262                 other = world;
263                 self.projectiledeathtype |= HITTYPE_BOUNCE;
264                 W_Devastator_Explode(self);
265                 return;
266         }
267
268         // accelerate
269         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
270         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
271         if(velspeed > 0)
272                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
273
274         // laser guided, or remote detonation
275         if(PS(self.realowner).m_weapon == WEP_DEVASTATOR)
276         {
277                 if(self == self.realowner.lastrocket)
278                 if(!self.realowner.rl_release)
279                 if(!PHYS_INPUT_BUTTON_ATCK2(self))
280                 if(WEP_CVAR(devastator, guiderate))
281                 if(time > self.pushltime)
282                 if(!IS_DEAD(self.realowner))
283                 {
284                         f = WEP_CVAR(devastator, guideratedelay);
285                         if(f)
286                                 f = bound(0, (time - self.pushltime) / f, 1);
287                         else
288                                 f = 1;
289
290                         velspeed = vlen(self.velocity);
291
292                         makevectors(self.realowner.v_angle);
293                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
294                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
295                         olddir = normalize(self.velocity);
296
297                         // now it gets tricky... we want to move like some curve to approximate the target direction
298                         // but we are limiting the rate at which we can turn!
299                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
300                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
301
302                         self.velocity = newdir * velspeed;
303                         self.angles = vectoangles(self.velocity);
304
305                         if(!self.count)
306                         {
307                                 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
308                                 // TODO add a better sound here
309                                 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
310                                 self.count = 1;
311                         }
312                 }
313
314                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
315                 if(self.rl_detonate_later)
316                         W_Devastator_RemoteExplode(weaponentity);
317         }
318
319         if(self.csqcprojectile_clientanimate == 0)
320                 UpdateCSQCProjectile(self);
321 }
322
323 void W_Devastator_Touch(entity this)
324 {
325         if(WarpZone_Projectile_Touch())
326         {
327                 if(wasfreed(self))
328                         W_Devastator_Unregister();
329                 return;
330         }
331         W_Devastator_Unregister();
332         W_Devastator_Explode(this);
333 }
334
335 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
336 {
337         if(this.health <= 0)
338                 return;
339
340         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
341                 return; // g_projectiles_damage says to halt
342
343         this.health = this.health - damage;
344         this.angles = vectoangles(this.velocity);
345
346         if(this.health <= 0)
347                 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode);
348 }
349
350 void W_Devastator_Attack(Weapon thiswep)
351 {SELFPARAM();
352         entity missile;
353         entity flash;
354
355         W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
356
357         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
358         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
359
360         missile = WarpZone_RefSys_SpawnSameRefSys(self);
361         missile.owner = missile.realowner = self;
362         self.lastrocket = missile;
363         if(WEP_CVAR(devastator, detonatedelay) >= 0)
364                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
365         else
366                 missile.spawnshieldtime = -1;
367         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
368         missile.classname = "rocket";
369         missile.bot_dodge = true;
370         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
371
372         missile.takedamage = DAMAGE_YES;
373         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
374         missile.health = WEP_CVAR(devastator, health);
375         missile.event_damage = W_Devastator_Damage;
376         missile.damagedbycontents = true;
377
378         missile.movetype = MOVETYPE_FLY;
379         PROJECTILE_MAKETRIGGER(missile);
380         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
381         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
382
383         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
384         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
385         missile.angles = vectoangles(missile.velocity);
386
387         settouch(missile, W_Devastator_Touch);
388         setthink(missile, W_Devastator_Think);
389         missile.nextthink = time;
390         missile.cnt = time + WEP_CVAR(devastator, lifetime);
391         missile.flags = FL_PROJECTILE;
392         missile.missile_flags = MIF_SPLASH;
393
394         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
395
396         // muzzle flash for 1st person view
397         flash = spawn();
398         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
399         SUB_SetFade(flash, time, 0.1);
400         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
401         W_AttachToShotorg(self, flash, '5 0 0');
402
403         // common properties
404         MUTATOR_CALLHOOK(EditProjectile, self, missile);
405 }
406
407 #if 0
408 METHOD(Devastator, wr_aim, void(entity thiswep))
409 {
410     // aim and decide to fire if appropriate
411     PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
412     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
413     {
414         // decide whether to detonate rockets
415         entity missile, targetlist, targ;
416         targetlist = findchainfloat(bot_attack, true);
417         for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
418         {
419             targ = targetlist;
420             while(targ)
421             {
422                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
423                 {
424                     PHYS_INPUT_BUTTON_ATCK2(self) = true;
425                     break;
426                 }
427                 targ = targ.chain;
428             }
429         }
430
431         if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
432     }
433 }
434 #else
435 METHOD(Devastator, wr_aim, void(entity thiswep))
436 {
437     SELFPARAM();
438     // aim and decide to fire if appropriate
439     PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
440     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
441     {
442         // decide whether to detonate rockets
443         entity targetlist, targ;
444         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
445         float selfdamage, teamdamage, enemydamage;
446         edgedamage = WEP_CVAR(devastator, edgedamage);
447         coredamage = WEP_CVAR(devastator, damage);
448         edgeradius = WEP_CVAR(devastator, radius);
449         recipricoledgeradius = 1 / edgeradius;
450         selfdamage = 0;
451         teamdamage = 0;
452         enemydamage = 0;
453         targetlist = findchainfloat(bot_attack, true);
454         FOREACH_ENTITY_ENT(realowner, self,
455         {
456             if(it.classname != "rocket") continue;
457
458             targ = targetlist;
459             while(targ)
460             {
461                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
462                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
463                 // count potential damage according to type of target
464                 if(targ == self)
465                     selfdamage = selfdamage + d;
466                 else if(targ.team == self.team && teamplay)
467                     teamdamage = teamdamage + d;
468                 else if(bot_shouldattack(self, targ))
469                     enemydamage = enemydamage + d;
470                 targ = targ.chain;
471             }
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         FOREACH_ENTITY_ENT(realowner, self,
481         {
482             if(it.classname != "rocket") continue;
483
484             makevectors(it.v_angle);
485             targ = targetlist;
486             if(skill > 9) // normal players only do this for the target they are tracking
487             {
488                 targ = targetlist;
489                 while(targ)
490                 {
491                     if(
492                         (v_forward * normalize(it.origin - targ.origin)< 0.1)
493                         && desirabledamage > 0.1*coredamage
494                     ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
495                     targ = targ.chain;
496                 }
497             }
498             else
499             {
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(it.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                                 PHYS_INPUT_BUTTON_ATCK2(self) = true;
508             //  dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
509             }
510         });
511         // if we would be doing at X percent of the core damage, detonate it
512         // but don't fire a new shot at the same time!
513         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
514             PHYS_INPUT_BUTTON_ATCK2(self) = true;
515         if((skill > 6.5) && (selfdamage > self.health))
516             PHYS_INPUT_BUTTON_ATCK2(self) = false;
517         //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
518         //      dprint(ftos(desirabledamage),"\n");
519         if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
520     }
521 }
522 #endif
523 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
524 {
525     if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
526         thiswep.wr_reload(thiswep, actor, weaponentity);
527     } else {
528         if(fire & 1)
529         {
530             if(actor.rl_release || WEP_CVAR(devastator, guidestop))
531             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
532             {
533                 W_Devastator_Attack(thiswep);
534                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
535                 actor.rl_release = 0;
536             }
537         }
538         else
539             actor.rl_release = 1;
540
541         if(fire & 2)
542         if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
543         {
544             entity rock;
545             bool rockfound = false;
546             for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
547             {
548                 if(!rock.rl_detonate_later)
549                 {
550                     rock.rl_detonate_later = true;
551                     rockfound = true;
552                 }
553             }
554             if(rockfound)
555                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
556         }
557     }
558 }
559 METHOD(Devastator, wr_setup, void(entity thiswep))
560 {
561     SELFPARAM();
562     self.rl_release = 1;
563 }
564 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
565 {
566     #if 0
567     // don't switch while guiding a missile
568     if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
569     {
570         ammo_amount = false;
571         if(WEP_CVAR(devastator, reload_ammo))
572         {
573             if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
574                 ammo_amount = true;
575         }
576         else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
577             ammo_amount = true;
578         return !ammo_amount;
579     }
580     #endif
581     #if 0
582     if(actor.rl_release == 0)
583     {
584         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
585         return true;
586     }
587     else
588     {
589         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
590         ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
591         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
592         return ammo_amount;
593     }
594     #else
595     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
596     ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
597     return ammo_amount;
598     #endif
599 }
600 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
601 {
602     return false;
603 }
604 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
605 {
606     SELFPARAM();
607     self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
608     self.rl_release = 0;
609 }
610 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
611 {
612     SELFPARAM();
613     W_Reload(self, WEP_CVAR(devastator, ammo), SND_RELOAD);
614 }
615 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
616 {
617     return WEAPON_DEVASTATOR_SUICIDE;
618 }
619 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
620 {
621     if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
622         return WEAPON_DEVASTATOR_MURDER_SPLASH;
623     else
624         return WEAPON_DEVASTATOR_MURDER_DIRECT;
625 }
626
627 #endif
628 #ifdef CSQC
629
630 METHOD(Devastator, wr_impacteffect, void(entity thiswep))
631 {
632     SELFPARAM();
633     vector org2;
634     org2 = w_org + w_backoff * 12;
635     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
636     if(!w_issilent)
637         sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
638 }
639
640 #endif
641 #endif