f2ca4265545d9dd31dce6d1650978699f069764a
[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(entity this)
76 {
77         if(this.realowner && this.realowner.lastrocket == this)
78         {
79                 this.realowner.lastrocket = NULL;
80                 // this.realowner.rl_release = 1;
81         }
82 }
83
84 void W_Devastator_Explode(entity this)
85 {
86         W_Devastator_Unregister(this);
87
88         if(other.takedamage == DAMAGE_AIM)
89                 if(IS_PLAYER(other))
90                         if(DIFF_TEAM(this.realowner, other))
91                                 if(!IS_DEAD(other))
92                                         if(IsFlying(other))
93                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
94
95         this.event_damage = func_null;
96         this.takedamage = DAMAGE_NO;
97
98         RadiusDamage(
99                 this,
100                 this.realowner,
101                 WEP_CVAR(devastator, damage),
102                 WEP_CVAR(devastator, edgedamage),
103                 WEP_CVAR(devastator, radius),
104                 NULL,
105                 NULL,
106                 WEP_CVAR(devastator, force),
107                 this.projectiledeathtype,
108                 other
109         );
110
111         Weapon thiswep = WEP_DEVASTATOR;
112         if(PS(this.realowner).m_weapon == thiswep)
113         {
114                 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
115                 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
116                 {
117                         this.realowner.cnt = WEP_DEVASTATOR.m_id;
118                         int slot = 0; // TODO: unhardcode
119                         ATTACK_FINISHED(this.realowner, slot) = time;
120                         PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
121                 }
122         }
123         remove(this);
124 }
125
126 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
127 {
128         W_Devastator_Unregister(this);
129
130         this.event_damage = func_null;
131         this.takedamage = DAMAGE_NO;
132
133         float handled_as_rocketjump = false;
134
135         entity head = WarpZone_FindRadius(
136                 this.origin,
137                 WEP_CVAR(devastator, remote_jump_radius),
138                 false
139         );
140
141         while(head)
142         {
143                 if(head.takedamage && (head == this.realowner))
144                 {
145                         float distance_to_head = vlen(this.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                                         this,
163                                         head,
164                                         WEP_CVAR(devastator, remote_jump_damage),
165                                         WEP_CVAR(devastator, remote_jump_damage),
166                                         WEP_CVAR(devastator, remote_jump_radius),
167                                         NULL,
168                                         head,
169                                         0,
170                                         this.projectiledeathtype | HITTYPE_BOUNCE,
171                                         NULL
172                                 );
173                                 break;
174                         }
175                 }
176                 head = head.chain;
177         }
178
179         RadiusDamage(
180                 this,
181                 this.realowner,
182                 WEP_CVAR(devastator, remote_damage),
183                 WEP_CVAR(devastator, remote_edgedamage),
184                 WEP_CVAR(devastator, remote_radius),
185                 (handled_as_rocketjump ? head : NULL),
186                 NULL,
187                 WEP_CVAR(devastator, remote_force),
188                 this.projectiledeathtype | HITTYPE_BOUNCE,
189                 NULL
190         );
191
192         Weapon thiswep = WEP_DEVASTATOR;
193         if(PS(this.realowner).m_weapon == thiswep)
194         {
195                 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
196                 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
197                 {
198                         this.realowner.cnt = WEP_DEVASTATOR.m_id;
199                         int slot = weaponslot(weaponentity);
200                         ATTACK_FINISHED(this.realowner, slot) = time;
201                         PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
202                 }
203         }
204         remove(this);
205 }
206
207 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
208 {
209         if(!IS_DEAD(this.realowner))
210         if(this.realowner.lastrocket)
211         {
212                 if((this.spawnshieldtime >= 0)
213                         ? (time >= this.spawnshieldtime) // timer
214                         : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
215                 )
216                 {
217                         W_Devastator_DoRemoteExplode(this, 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         this.nextthink = time;
260         if(time > this.cnt)
261         {
262                 other = NULL;
263                 this.projectiledeathtype |= HITTYPE_BOUNCE;
264                 W_Devastator_Explode(this);
265                 return;
266         }
267
268         // accelerate
269         makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
270         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
271         if(velspeed > 0)
272                 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
273
274         // laser guided, or remote detonation
275         if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
276         {
277                 if(this == this.realowner.lastrocket)
278                 if(!this.realowner.rl_release)
279                 if(!PHYS_INPUT_BUTTON_ATCK2(this))
280                 if(WEP_CVAR(devastator, guiderate))
281                 if(time > this.pushltime)
282                 if(!IS_DEAD(this.realowner))
283                 {
284                         f = WEP_CVAR(devastator, guideratedelay);
285                         if(f)
286                                 f = bound(0, (time - this.pushltime) / f, 1);
287                         else
288                                 f = 1;
289
290                         velspeed = vlen(this.velocity);
291
292                         makevectors(this.realowner.v_angle);
293                         desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
294                         desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
295                         olddir = normalize(this.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 + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
300                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
301
302                         this.velocity = newdir * velspeed;
303                         this.angles = vectoangles(this.velocity);
304
305                         if(!this.count)
306                         {
307                                 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
308                                 // TODO add a better sound here
309                                 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
310                                 this.count = 1;
311                         }
312                 }
313
314                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
315                 if(this.rl_detonate_later)
316                         W_Devastator_RemoteExplode(this, weaponentity);
317         }
318
319         if(this.csqcprojectile_clientanimate == 0)
320                 UpdateCSQCProjectile(this);
321 }
322
323 void W_Devastator_Touch(entity this)
324 {
325         if(WarpZone_Projectile_Touch(this))
326         {
327                 if(wasfreed(this))
328                         W_Devastator_Unregister(this);
329                 return;
330         }
331         W_Devastator_Unregister(this);
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, entity actor)
351 {
352         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
353
354         W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
355         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
356
357         entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
358         missile.owner = missile.realowner = actor;
359         actor.lastrocket = missile;
360         if(WEP_CVAR(devastator, detonatedelay) >= 0)
361                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
362         else
363                 missile.spawnshieldtime = -1;
364         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
365         missile.classname = "rocket";
366         missile.bot_dodge = true;
367         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
368
369         missile.takedamage = DAMAGE_YES;
370         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
371         missile.health = WEP_CVAR(devastator, health);
372         missile.event_damage = W_Devastator_Damage;
373         missile.damagedbycontents = true;
374
375         missile.movetype = MOVETYPE_FLY;
376         PROJECTILE_MAKETRIGGER(missile);
377         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
378         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
379
380         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
381         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
382         missile.angles = vectoangles(missile.velocity);
383
384         settouch(missile, W_Devastator_Touch);
385         setthink(missile, W_Devastator_Think);
386         missile.nextthink = time;
387         missile.cnt = time + WEP_CVAR(devastator, lifetime);
388         missile.flags = FL_PROJECTILE;
389         missile.missile_flags = MIF_SPLASH;
390
391         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
392
393         // muzzle flash for 1st person view
394         entity flash = spawn();
395         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
396         SUB_SetFade(flash, time, 0.1);
397         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
398         W_AttachToShotorg(actor, flash, '5 0 0');
399
400         // common properties
401         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
402 }
403
404 #if 0
405 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
406 {
407     entity this = actor;
408     // aim and decide to fire if appropriate
409     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
410     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
411     {
412         // decide whether to detonate rockets
413         entity missile, targetlist, targ;
414         targetlist = findchainfloat(bot_attack, true);
415         for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
416         {
417             targ = targetlist;
418             while(targ)
419             {
420                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
421                 {
422                     PHYS_INPUT_BUTTON_ATCK2(actor) = true;
423                     break;
424                 }
425                 targ = targ.chain;
426             }
427         }
428
429         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
430     }
431 }
432 #else
433 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
434 {
435     // aim and decide to fire if appropriate
436     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
437     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
438     {
439         // decide whether to detonate rockets
440         entity targetlist, targ;
441         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
442         float selfdamage, teamdamage, enemydamage;
443         edgedamage = WEP_CVAR(devastator, edgedamage);
444         coredamage = WEP_CVAR(devastator, damage);
445         edgeradius = WEP_CVAR(devastator, radius);
446         recipricoledgeradius = 1 / edgeradius;
447         selfdamage = 0;
448         teamdamage = 0;
449         enemydamage = 0;
450         targetlist = findchainfloat(bot_attack, true);
451         FOREACH_ENTITY_ENT(realowner, actor,
452         {
453             if(it.classname != "rocket") continue;
454
455             targ = targetlist;
456             while(targ)
457             {
458                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
459                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
460                 // count potential damage according to type of target
461                 if(targ == actor)
462                     selfdamage = selfdamage + d;
463                 else if(targ.team == actor.team && teamplay)
464                     teamdamage = teamdamage + d;
465                 else if(bot_shouldattack(actor, targ))
466                     enemydamage = enemydamage + d;
467                 targ = targ.chain;
468             }
469         });
470         float desirabledamage;
471         desirabledamage = enemydamage;
472         if(time > actor.invincible_finished && time > actor.spawnshieldtime)
473             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
474         if(teamplay && actor.team)
475             desirabledamage = desirabledamage - teamdamage;
476
477         FOREACH_ENTITY_ENT(realowner, actor,
478         {
479             if(it.classname != "rocket") continue;
480
481             makevectors(it.v_angle);
482             targ = targetlist;
483             if(skill > 9) // normal players only do this for the target they are tracking
484             {
485                 targ = targetlist;
486                 while(targ)
487                 {
488                     if(
489                         (v_forward * normalize(it.origin - targ.origin)< 0.1)
490                         && desirabledamage > 0.1*coredamage
491                     ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
492                     targ = targ.chain;
493                 }
494             }
495             else
496             {
497                 float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
498                 //As the distance gets larger, a correct detonation gets near imposible
499                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
500                 if(v_forward * normalize(it.origin - actor.enemy.origin)< 0.1)
501                     if(IS_PLAYER(actor.enemy))
502                         if(desirabledamage >= 0.1*coredamage)
503                             if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
504                                 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
505             //  dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
506             }
507         });
508         // if we would be doing at X percent of the core damage, detonate it
509         // but don't fire a new shot at the same time!
510         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
511             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
512         if((skill > 6.5) && (selfdamage > actor.health))
513             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
514         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
515         //      dprint(ftos(desirabledamage),"\n");
516         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
517     }
518 }
519 #endif
520 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
521 {
522     if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
523         thiswep.wr_reload(thiswep, actor, weaponentity);
524     } else {
525         if(fire & 1)
526         {
527             if(actor.rl_release || WEP_CVAR(devastator, guidestop))
528             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
529             {
530                 W_Devastator_Attack(thiswep, actor);
531                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
532                 actor.rl_release = 0;
533             }
534         }
535         else
536             actor.rl_release = 1;
537
538         if(fire & 2)
539         if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
540         {
541             entity rock;
542             bool rockfound = false;
543             for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
544             {
545                 if(!rock.rl_detonate_later)
546                 {
547                     rock.rl_detonate_later = true;
548                     rockfound = true;
549                 }
550             }
551             if(rockfound)
552                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
553         }
554     }
555 }
556 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
557 {
558     actor.rl_release = 1;
559 }
560 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
561 {
562     #if 0
563     // don't switch while guiding a missile
564     if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
565     {
566         ammo_amount = false;
567         if(WEP_CVAR(devastator, reload_ammo))
568         {
569             if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
570                 ammo_amount = true;
571         }
572         else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
573             ammo_amount = true;
574         return !ammo_amount;
575     }
576     #endif
577     #if 0
578     if(actor.rl_release == 0)
579     {
580         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
581         return true;
582     }
583     else
584     {
585         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
586         ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
587         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"));
588         return ammo_amount;
589     }
590     #else
591     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
592     ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
593     return ammo_amount;
594     #endif
595 }
596 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
597 {
598     return false;
599 }
600 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
601 {
602     actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
603     actor.rl_release = 0;
604 }
605 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
606 {
607     W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
608 }
609 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
610 {
611     return WEAPON_DEVASTATOR_SUICIDE;
612 }
613 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
614 {
615     if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
616         return WEAPON_DEVASTATOR_MURDER_SPLASH;
617     else
618         return WEAPON_DEVASTATOR_MURDER_DIRECT;
619 }
620
621 #endif
622 #ifdef CSQC
623
624 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
625 {
626     vector org2;
627     org2 = w_org + w_backoff * 12;
628     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
629     if(!w_issilent)
630         sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
631 }
632
633 #endif
634 #endif