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Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
1 #include "devastator.qh"
2
3 #ifdef SVQC
4
5 .entity lastrocket;
6
7 void W_Devastator_Unregister(entity this)
8 {
9         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
10         {
11                 .entity weaponentity = weaponentities[slot];
12                 if(this.realowner.(weaponentity).lastrocket == this)
13                         this.realowner.(weaponentity).lastrocket = NULL;
14         }
15 }
16
17 void W_Devastator_Explode(entity this, entity directhitentity)
18 {
19         W_Devastator_Unregister(this);
20
21         if(directhitentity.takedamage == DAMAGE_AIM)
22                 if(IS_PLAYER(directhitentity))
23                         if(DIFF_TEAM(this.realowner, directhitentity))
24                                 if(!IS_DEAD(directhitentity))
25                                         if(IsFlying(directhitentity))
26                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
27
28         this.event_damage = func_null;
29         this.takedamage = DAMAGE_NO;
30
31         RadiusDamage(
32                 this,
33                 this.realowner,
34                 WEP_CVAR(devastator, damage),
35                 WEP_CVAR(devastator, edgedamage),
36                 WEP_CVAR(devastator, radius),
37                 NULL,
38                 NULL,
39                 WEP_CVAR(devastator, force),
40                 this.projectiledeathtype,
41                 this.weaponentity_fld,
42                 directhitentity
43         );
44
45         Weapon thiswep = WEP_DEVASTATOR;
46         .entity weaponentity = this.weaponentity_fld;
47         if(this.realowner.(weaponentity).m_weapon == thiswep)
48         {
49                 if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
50                 if(!(this.realowner.items & IT_UNLIMITED_AMMO))
51                 {
52                         this.realowner.cnt = thiswep.m_id;
53                         ATTACK_FINISHED(this.realowner, weaponentity) = time;
54                         this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
55                 }
56         }
57         delete(this);
58 }
59
60 void W_Devastator_Explode_think(entity this)
61 {
62         W_Devastator_Explode(this, NULL);
63 }
64
65 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
66 {
67         W_Devastator_Unregister(this);
68
69         this.event_damage = func_null;
70         this.takedamage = DAMAGE_NO;
71
72         bool handled_as_rocketjump = false;
73         entity head = NULL;
74         bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
75         MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
76         allow_rocketjump = M_ARGV(0, bool);
77
78         if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
79         {
80                 head = WarpZone_FindRadius(
81                         this.origin,
82                         WEP_CVAR(devastator, remote_jump_radius),
83                         false
84                 );
85
86                 while(head)
87                 {
88                         if(head.takedamage && (head == this.realowner))
89                         {
90                                 if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius)))
91                                 {
92                                         // we handled this as a rocketjump :)
93                                         handled_as_rocketjump = true;
94
95                                         // modify velocity
96                                         if(WEP_CVAR(devastator, remote_jump_velocity_z_add))
97                                         {
98                                                 head.velocity_x *= 0.9;
99                                                 head.velocity_y *= 0.9;
100                                                 head.velocity_z = bound(
101                                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
102                                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
103                                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
104                                                 );
105                                         }
106
107                                         // now do the damage
108                                         RadiusDamage(
109                                                 this,
110                                                 head,
111                                                 WEP_CVAR(devastator, remote_jump_damage),
112                                                 WEP_CVAR(devastator, remote_jump_damage),
113                                                 WEP_CVAR(devastator, remote_jump_radius),
114                                                 NULL,
115                                                 head,
116                                                 (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
117                                                 this.projectiledeathtype | HITTYPE_BOUNCE,
118                                                 this.weaponentity_fld,
119                                                 NULL
120                                         );
121                                         break;
122                                 }
123                         }
124                         head = head.chain;
125                 }
126         }
127
128         RadiusDamage(
129                 this,
130                 this.realowner,
131                 WEP_CVAR(devastator, remote_damage),
132                 WEP_CVAR(devastator, remote_edgedamage),
133                 WEP_CVAR(devastator, remote_radius),
134                 (handled_as_rocketjump ? head : NULL),
135                 NULL,
136                 WEP_CVAR(devastator, remote_force),
137                 this.projectiledeathtype | HITTYPE_BOUNCE,
138                 this.weaponentity_fld,
139                 NULL
140         );
141
142         Weapon thiswep = WEP_DEVASTATOR;
143         if(this.realowner.(weaponentity).m_weapon == thiswep)
144         {
145                 if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
146                 if(!(this.realowner.items & IT_UNLIMITED_AMMO))
147                 {
148                         this.realowner.cnt = thiswep.m_id;
149                         ATTACK_FINISHED(this.realowner, weaponentity) = time;
150                         this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
151                 }
152         }
153         delete(this);
154 }
155
156 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
157 {
158         if(!IS_DEAD(this.realowner))
159         if(this.realowner.(weaponentity).lastrocket)
160         {
161                 if((this.spawnshieldtime >= 0)
162                         ? (time >= this.spawnshieldtime) // timer
163                         : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
164                 )
165                 {
166                         W_Devastator_DoRemoteExplode(this, weaponentity);
167                 }
168         }
169 }
170
171 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
172 {
173         if(thisdir * goaldir > maxturn_cos)
174                 return goaldir;
175         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
176                 return thisdir; // refuse to guide (better than letting a numerical error happen)
177         float f, m2;
178         vector v;
179         // solve:
180         //   g = normalize(thisdir + goaldir * X)
181         //   thisdir * g = maxturn
182         //
183         //   gg = thisdir + goaldir * X
184         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
185         //
186         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
187         f = thisdir * goaldir;
188         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
189         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
190         m2 = maxturn_cos * maxturn_cos;
191         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
192         return normalize(thisdir + goaldir * v.y); // the larger solution!
193 }
194 // assume thisdir == -goaldir:
195 //   f == -1
196 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
197 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
198 //   x^2 - 2 * x + 1 = 0
199 //   (x - 1)^2 = 0
200 //   x = 1
201 //   normalize(thisdir + goaldir)
202 //   normalize(0)
203
204 void W_Devastator_Think(entity this)
205 {
206         vector desireddir, olddir, newdir, desiredorigin, goal;
207         float velspeed, f;
208         this.nextthink = time;
209         if(time > this.cnt)
210         {
211                 this.projectiledeathtype |= HITTYPE_BOUNCE;
212                 W_Devastator_Explode(this, NULL);
213                 return;
214         }
215
216         // accelerate
217         makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
218         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
219         if(velspeed > 0)
220                 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
221
222         // laser guided, or remote detonation
223         .entity weaponentity = this.weaponentity_fld;
224         if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
225         {
226                 if(this == this.realowner.(weaponentity).lastrocket)
227                 if(!this.realowner.(weaponentity).rl_release)
228                 if(!PHYS_INPUT_BUTTON_ATCK2(this))
229                 if(WEP_CVAR(devastator, guiderate))
230                 if(time > this.pushltime)
231                 if(!IS_DEAD(this.realowner))
232                 {
233                         f = WEP_CVAR(devastator, guideratedelay);
234                         if(f)
235                                 f = bound(0, (time - this.pushltime) / f, 1);
236                         else
237                                 f = 1;
238
239                         vector md = this.realowner.(weaponentity).movedir;
240                         vector vecs = ((md.x > 0) ? md : '0 0 0');
241
242                         vector dv = v_right * -vecs.y + v_up * vecs.z;
243
244                         if(!W_DualWielding(this.realowner))
245                                 dv = '0 0 0'; // don't override!
246
247                         velspeed = vlen(this.velocity);
248
249                         makevectors(this.realowner.v_angle);
250                         desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
251                         desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv);
252                         olddir = normalize(this.velocity);
253
254                         // now it gets tricky... we want to move like some curve to approximate the target direction
255                         // but we are limiting the rate at which we can turn!
256                         goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
257                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
258
259                         this.velocity = newdir * velspeed;
260                         this.angles = vectoangles(this.velocity);
261
262                         if(!this.count)
263                         {
264                                 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
265                                 // TODO add a better sound here
266                                 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
267                                 this.count = 1;
268                         }
269                 }
270
271                 if(this.rl_detonate_later)
272                         W_Devastator_RemoteExplode(this, weaponentity);
273         }
274
275         if(this.csqcprojectile_clientanimate == 0)
276                 UpdateCSQCProjectile(this);
277 }
278
279 void W_Devastator_Touch(entity this, entity toucher)
280 {
281         if(WarpZone_Projectile_Touch(this, toucher))
282         {
283                 if(wasfreed(this))
284                         W_Devastator_Unregister(this);
285                 return;
286         }
287         W_Devastator_Unregister(this);
288         W_Devastator_Explode(this, toucher);
289 }
290
291 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
292 {
293         if(GetResource(this, RES_HEALTH) <= 0)
294                 return;
295
296         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
297                 return; // g_projectiles_damage says to halt
298
299         TakeResource(this, RES_HEALTH, damage);
300         this.angles = vectoangles(this.velocity);
301
302         if(GetResource(this, RES_HEALTH) <= 0)
303                 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
304 }
305
306 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
307 {
308         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
309
310         W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
311         W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
312
313         entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
314         missile.weaponentity_fld = weaponentity;
315         missile.owner = missile.realowner = actor;
316         actor.(weaponentity).lastrocket = missile;
317         if(WEP_CVAR(devastator, detonatedelay) >= 0)
318                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
319         else
320                 missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
321         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
322         missile.classname = "rocket";
323         missile.bot_dodge = true;
324         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
325
326         missile.takedamage = DAMAGE_YES;
327         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
328         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(devastator, health));
329         missile.event_damage = W_Devastator_Damage;
330         missile.damagedbycontents = true;
331         IL_PUSH(g_damagedbycontents, missile);
332
333         set_movetype(missile, MOVETYPE_FLY);
334         PROJECTILE_MAKETRIGGER(missile);
335         missile.projectiledeathtype = thiswep.m_id;
336         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
337
338         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
339         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
340         missile.angles = vectoangles(missile.velocity);
341
342         settouch(missile, W_Devastator_Touch);
343         setthink(missile, W_Devastator_Think);
344         missile.nextthink = time;
345         missile.cnt = time + WEP_CVAR(devastator, lifetime);
346         missile.rl_detonate_later = (fire & 2); // allow instant detonation
347         missile.flags = FL_PROJECTILE;
348         IL_PUSH(g_projectiles, missile);
349         IL_PUSH(g_bot_dodge, missile);
350         missile.missile_flags = MIF_SPLASH;
351
352         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
353
354         // muzzle flash for 1st person view
355         // TODO: handle on the client side
356         entity flash = spawn();
357         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
358         SUB_SetFade(flash, time, 0.1);
359         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
360         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
361
362         // common properties
363         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
364
365         if (time >= missile.nextthink)
366         {
367                 getthink(missile)(missile);
368         }
369 }
370
371 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
372 {
373     // aim and decide to fire if appropriate
374     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
375     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
376     {
377         // decide whether to detonate rockets
378         float edgedamage, coredamage, edgeradius, recipricoledgeradius;
379         float selfdamage, teamdamage, enemydamage;
380         edgedamage = WEP_CVAR(devastator, edgedamage);
381         coredamage = WEP_CVAR(devastator, damage);
382         edgeradius = WEP_CVAR(devastator, radius);
383         recipricoledgeradius = 1 / edgeradius;
384         selfdamage = 0;
385         teamdamage = 0;
386         enemydamage = 0;
387         IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
388         {
389             entity rocket = it;
390             IL_EACH(g_bot_targets, it.bot_attack,
391             {
392                 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
393                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
394                 // count potential damage according to type of target
395                 if(it == actor)
396                         selfdamage = selfdamage + d;
397                 else if(SAME_TEAM(it, actor))
398                         teamdamage = teamdamage + d;
399                 else if(bot_shouldattack(actor, it))
400                         enemydamage = enemydamage + d;
401             });
402         });
403         float desirabledamage;
404         desirabledamage = enemydamage;
405         if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
406             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
407         if(teamplay && actor.team)
408             desirabledamage = desirabledamage - teamdamage;
409
410         makevectors(actor.v_angle);
411         IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
412         {
413             if(skill > 9) // normal players only do this for the target they are tracking
414             {
415                     entity rocket = it;
416                     IL_EACH(g_bot_targets, it.bot_attack,
417                     {
418                         if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
419                             && desirabledamage > 0.1 * coredamage
420                             ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
421                     });
422                 }
423                 else
424                 {
425                 //As the distance gets larger, a correct detonation gets near imposible
426                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
427                 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
428                         && IS_PLAYER(actor.enemy)
429                         && (desirabledamage >= 0.1 * coredamage)
430                         )
431                 {
432                         float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
433                         if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
434                                 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
435                 }
436                 }
437         });
438         // if we would be doing at X percent of the core damage, detonate it
439         // but don't fire a new shot at the same time!
440         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
441             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
442         if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
443             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
444         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
445         //      dprint(ftos(desirabledamage),"\n");
446         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
447     }
448 }
449
450 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
451 {
452     if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
453         thiswep.wr_reload(thiswep, actor, weaponentity);
454     } else {
455         if(fire & 1)
456         {
457             if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
458             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
459             {
460                 W_Devastator_Attack(thiswep, actor, weaponentity, fire);
461                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
462                 actor.(weaponentity).rl_release = 0;
463             }
464         }
465         else
466             actor.(weaponentity).rl_release = 1;
467
468         if(fire & 2)
469         if(actor.(weaponentity).m_switchweapon == thiswep)
470         {
471             bool rockfound = false;
472             IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
473             {
474                 if(!it.rl_detonate_later)
475                 {
476                     it.rl_detonate_later = true;
477                     rockfound = true;
478                 }
479             });
480             if(rockfound)
481                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
482         }
483     }
484 }
485 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
486 {
487     actor.(weaponentity).rl_release = 1;
488 }
489 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
490 {
491     #if 0
492     // don't switch while guiding a missile
493     if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
494     {
495         ammo_amount = false;
496         if(WEP_CVAR(devastator, reload_ammo))
497         {
498             if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
499                 ammo_amount = true;
500         }
501         else if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
502             ammo_amount = true;
503         return !ammo_amount;
504     }
505     #endif
506     #if 0
507     if(actor.rl_release == 0)
508     {
509         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
510         return true;
511     }
512     else
513     {
514         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
515         ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
516         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
517         return ammo_amount;
518     }
519     #else
520     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
521     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(devastator, ammo);
522     return ammo_amount;
523     #endif
524 }
525 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
526 {
527     return false;
528 }
529 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
530 {
531     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
532     {
533         .entity weaponentity = weaponentities[slot];
534         actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
535         actor.(weaponentity).rl_release = 0;
536     }
537 }
538 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
539 {
540     W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
541 }
542 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
543 {
544     return WEAPON_DEVASTATOR_SUICIDE;
545 }
546 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
547 {
548     if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
549         return WEAPON_DEVASTATOR_MURDER_SPLASH;
550     else
551         return WEAPON_DEVASTATOR_MURDER_DIRECT;
552 }
553
554 #endif
555 #ifdef CSQC
556
557 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
558 {
559     vector org2;
560     org2 = w_org + w_backoff * 12;
561     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
562     if(!w_issilent)
563         sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
564 }
565
566 #endif