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[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(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
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         // common properties
355         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
356
357         if (time >= missile.nextthink)
358         {
359                 getthink(missile)(missile);
360         }
361 }
362
363 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
364 {
365     if (!WEP_CVAR(devastator, guidestop) && !actor.(weaponentity).rl_release)
366     {
367         int fired_rockets = 0;
368         IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
369         {
370             fired_rockets++;
371         });
372         // release PHYS_INPUT_BUTTON_ATCK after all fired rocket exploded otherwise bot can't fire again
373         if (!fired_rockets)
374             return;
375     }
376
377     // aim and decide to fire if appropriate
378     float spd = WEP_CVAR(devastator, speed);
379     // simulate rocket guide by calculating rocket trajectory with higher speed
380     // 20 times faster at 90 degrees guide rate
381     if (actor.bot_aimtarg && WEP_CVAR(devastator, guiderate) > 0)
382         spd *= sqrt(WEP_CVAR(devastator, guiderate)) * (20 / 9.489); // 9.489 ~= sqrt(90)
383     // no need to fire with high accuracy on large distances if rockets can be guided
384     bool shot_accurate = (WEP_CVAR(devastator, guiderate) < 50);
385     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, spd, 0, WEP_CVAR(devastator, lifetime), false, shot_accurate);
386     float pred_time = bound(0.02, 0.02 + (8 - skill) * 0.01, 0.1);
387     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
388     {
389         // decide whether to detonate rockets
390         float selfdamage = 0, teamdamage = 0, enemydamage = 0;
391         float pred_selfdamage = 0, pred_teamdamage = 0, pred_enemydamage = 0;
392         float edgedamage = WEP_CVAR(devastator, edgedamage);
393         float coredamage = WEP_CVAR(devastator, damage);
394         float edgeradius = WEP_CVAR(devastator, radius);
395         IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
396         {
397             entity rocket = it;
398             IL_EACH(g_bot_targets, it.bot_attack,
399             {
400                 // code to calculate damage is similar to the one used in RadiusDamageForSource with some simplifications
401                 vector target_pos = it.origin + (it.maxs - it.mins) * 0.5;
402
403                 float dist = vlen(target_pos - rocket.origin);
404                 float dmg = 0;
405                 if (dist <= edgeradius)
406                 {
407                     float f = (edgeradius > 0) ? max(0, 1 - (dist / edgeradius)) : 1;
408                     dmg = coredamage * f + edgedamage * (1 - f);
409                 }
410
411                 float pred_dist = vlen(target_pos + it.velocity * pred_time - (rocket.origin + rocket.velocity * pred_time));
412                 float pred_dmg = 0;
413                 if (pred_dist <= edgeradius)
414                 {
415                     float f = (edgeradius > 0) ? max(0, 1 - (pred_dist / edgeradius)) : 1;
416                     pred_dmg = coredamage * f + edgedamage * (1 - f);
417                 }
418
419                 // count potential damage according to type of target
420                 if(it == actor)
421                 {
422                     if(StatusEffects_active(STATUSEFFECT_Strength, it))
423                         dmg *= autocvar_g_balance_powerup_strength_damage;
424                     if(StatusEffects_active(STATUSEFFECT_Shield, it))
425                         dmg *= autocvar_g_balance_powerup_invincible_takedamage;
426                     // self damage reduction factor will be applied later to the total damage
427                     selfdamage += dmg;
428                     pred_selfdamage += pred_dmg;
429                 }
430                 else if(SAME_TEAM(it, actor))
431                 {
432                     if(StatusEffects_active(STATUSEFFECT_Shield, it))
433                         dmg *= autocvar_g_balance_powerup_invincible_takedamage;
434                     // bot strength factor will be applied later to the total damage
435                     teamdamage += dmg;
436                     pred_teamdamage += pred_dmg;
437                 }
438                 else if(bot_shouldattack(actor, it))
439                 {
440                     if(StatusEffects_active(STATUSEFFECT_Shield, it))
441                         dmg *= autocvar_g_balance_powerup_invincible_takedamage;
442                     // bot strength factor will be applied later to the total damage
443                     enemydamage += dmg;
444                     pred_enemydamage += pred_dmg;
445                 }
446             });
447         });
448
449         selfdamage *= autocvar_g_balance_selfdamagepercent;
450         pred_selfdamage *= autocvar_g_balance_selfdamagepercent;
451         if(StatusEffects_active(STATUSEFFECT_Strength, actor))
452         {
453             // FIXME bots don't know whether team damage is enabled or not
454             teamdamage *= autocvar_g_balance_powerup_strength_damage;
455             pred_teamdamage *= autocvar_g_balance_powerup_strength_damage;
456             enemydamage *= autocvar_g_balance_powerup_strength_damage;
457             pred_enemydamage *= autocvar_g_balance_powerup_strength_damage;
458         }
459
460         float good_damage = enemydamage;
461         float pred_good_damage = pred_enemydamage;
462         float bad_damage = selfdamage + teamdamage;
463         float pred_bad_damage = pred_selfdamage + pred_teamdamage;
464
465         // detonate if predicted good damage is lower (current good damage is maximum)
466         // or if predicted bad damage is too much
467         if(good_damage > coredamage * 0.1 && good_damage > bad_damage * 1.5
468             && (pred_good_damage < good_damage + 2 || pred_good_damage < pred_bad_damage * 1.5))
469         {
470             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
471         }
472         if(skill >= 7 && selfdamage > GetResource(actor, RES_HEALTH))
473             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
474
475         // don't fire a new shot at the same time!
476         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
477     }
478 }
479
480 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
481 {
482     if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
483         thiswep.wr_reload(thiswep, actor, weaponentity);
484     } else {
485         if(fire & 1)
486         {
487             if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
488             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
489             {
490                 W_Devastator_Attack(thiswep, actor, weaponentity, fire);
491                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
492                 actor.(weaponentity).rl_release = 0;
493             }
494         }
495         else
496             actor.(weaponentity).rl_release = 1;
497
498         if(fire & 2)
499         if(actor.(weaponentity).m_switchweapon == thiswep)
500         {
501             bool rockfound = false;
502             IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
503             {
504                 if(!it.rl_detonate_later)
505                 {
506                     it.rl_detonate_later = true;
507                     rockfound = true;
508                 }
509             });
510             if(rockfound)
511                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
512         }
513     }
514 }
515 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
516 {
517     actor.(weaponentity).rl_release = 1;
518 }
519 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
520 {
521     #if 0
522     // don't switch while guiding a missile
523     if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
524     {
525         ammo_amount = false;
526         if(WEP_CVAR(devastator, reload_ammo))
527         {
528             if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
529                 ammo_amount = true;
530         }
531         else if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
532             ammo_amount = true;
533         return !ammo_amount;
534     }
535     #endif
536     #if 0
537     if(actor.rl_release == 0)
538     {
539         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
540         return true;
541     }
542     else
543     {
544         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
545         ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
546         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"));
547         return ammo_amount;
548     }
549     #else
550     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
551     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(devastator, ammo);
552     return ammo_amount;
553     #endif
554 }
555 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
556 {
557     return false;
558 }
559 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
560 {
561     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
562     {
563         .entity weaponentity = weaponentities[slot];
564         actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
565         actor.(weaponentity).rl_release = 0;
566     }
567 }
568 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
569 {
570     W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
571 }
572 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
573 {
574     return WEAPON_DEVASTATOR_SUICIDE;
575 }
576 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
577 {
578     if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
579         return WEAPON_DEVASTATOR_MURDER_SPLASH;
580     else
581         return WEAPON_DEVASTATOR_MURDER_DIRECT;
582 }
583
584 #endif
585 #ifdef CSQC
586
587 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
588 {
589     vector org2;
590     org2 = w_org + w_backoff * 12;
591     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
592     if(!w_issilent)
593         sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
594 }
595
596 #endif