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Weapons: require explicit pickup model
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1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ DEVASTATOR,
4 /* function  */ W_Devastator,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 9,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '1 1 0',
10 /* modelname */ "rl",
11 /* model     */ MDL_DEVASTATOR_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairrocketlauncher 0.7",
14 /* wepimg    */ "weaponrocketlauncher",
15 /* refname   */ "devastator",
16 /* wepname   */ _("Devastator")
17 );
18
19 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
20 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, NONE, ammo) \
22         w_cvar(id, sn, NONE, animtime) \
23         w_cvar(id, sn, NONE, damage) \
24         w_cvar(id, sn, NONE, damageforcescale) \
25         w_cvar(id, sn, NONE, detonatedelay) \
26         w_cvar(id, sn, NONE, edgedamage) \
27         w_cvar(id, sn, NONE, force) \
28         w_cvar(id, sn, NONE, guidedelay) \
29         w_cvar(id, sn, NONE, guidegoal) \
30         w_cvar(id, sn, NONE, guiderate) \
31         w_cvar(id, sn, NONE, guideratedelay) \
32         w_cvar(id, sn, NONE, guidestop) \
33         w_cvar(id, sn, NONE, health) \
34         w_cvar(id, sn, NONE, lifetime) \
35         w_cvar(id, sn, NONE, radius) \
36         w_cvar(id, sn, NONE, refire) \
37         w_cvar(id, sn, NONE, remote_damage) \
38         w_cvar(id, sn, NONE, remote_edgedamage) \
39         w_cvar(id, sn, NONE, remote_force) \
40         w_cvar(id, sn, NONE, remote_jump_damage) \
41         w_cvar(id, sn, NONE, remote_jump_radius) \
42         w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
43         w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
44         w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
45         w_cvar(id, sn, NONE, remote_radius) \
46         w_cvar(id, sn, NONE, speed) \
47         w_cvar(id, sn, NONE, speedaccel) \
48         w_cvar(id, sn, NONE, speedstart) \
49         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
50         w_prop(id, sn, float,  reloading_time, reload_time) \
51         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
52         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
53         w_prop(id, sn, string, weaponreplace, weaponreplace) \
54         w_prop(id, sn, float,  weaponstart, weaponstart) \
55         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
56         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
57
58 #ifdef SVQC
59 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
60 .float rl_release;
61 .float rl_detonate_later;
62 #endif
63 #endif
64 #ifdef IMPLEMENTATION
65 #ifdef SVQC
66 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
67 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
68
69 void W_Devastator_Unregister(void)
70 {SELFPARAM();
71         if(self.realowner && self.realowner.lastrocket == self)
72         {
73                 self.realowner.lastrocket = world;
74                 // self.realowner.rl_release = 1;
75         }
76 }
77
78 void W_Devastator_Explode(void)
79 {SELFPARAM();
80         W_Devastator_Unregister();
81
82         if(other.takedamage == DAMAGE_AIM)
83                 if(IS_PLAYER(other))
84                         if(DIFF_TEAM(self.realowner, other))
85                                 if(other.deadflag == DEAD_NO)
86                                         if(IsFlying(other))
87                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
88
89         self.event_damage = func_null;
90         self.takedamage = DAMAGE_NO;
91
92         RadiusDamage(
93                 self,
94                 self.realowner,
95                 WEP_CVAR(devastator, damage),
96                 WEP_CVAR(devastator, edgedamage),
97                 WEP_CVAR(devastator, radius),
98                 world,
99                 world,
100                 WEP_CVAR(devastator, force),
101                 self.projectiledeathtype,
102                 other
103         );
104
105         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
106         {
107                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
108                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
109                 {
110                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
111                         ATTACK_FINISHED(self.realowner) = time;
112                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
113                 }
114         }
115         remove(self);
116 }
117
118 void W_Devastator_DoRemoteExplode(void)
119 {SELFPARAM();
120         W_Devastator_Unregister();
121
122         self.event_damage = func_null;
123         self.takedamage = DAMAGE_NO;
124
125         float handled_as_rocketjump = false;
126
127         entity head = WarpZone_FindRadius(
128                 self.origin,
129                 WEP_CVAR(devastator, remote_jump_radius),
130                 false
131         );
132
133         while(head)
134         {
135                 if(head.takedamage && (head == self.realowner))
136                 {
137                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
138                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
139                         {
140                                 // we handled this as a rocketjump :)
141                                 handled_as_rocketjump = true;
142
143                                 // modify velocity
144                                 head.velocity_x *= 0.9;
145                                 head.velocity_y *= 0.9;
146                                 head.velocity_z = bound(
147                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
148                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
149                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
150                                 );
151
152                                 // now do the damage
153                                 RadiusDamage(
154                                         self,
155                                         head,
156                                         WEP_CVAR(devastator, remote_jump_damage),
157                                         WEP_CVAR(devastator, remote_jump_damage),
158                                         WEP_CVAR(devastator, remote_jump_radius),
159                                         world,
160                                         head,
161                                         0,
162                                         self.projectiledeathtype | HITTYPE_BOUNCE,
163                                         world
164                                 );
165                                 break;
166                         }
167                 }
168                 head = head.chain;
169         }
170
171         RadiusDamage(
172                 self,
173                 self.realowner,
174                 WEP_CVAR(devastator, remote_damage),
175                 WEP_CVAR(devastator, remote_edgedamage),
176                 WEP_CVAR(devastator, remote_radius),
177                 (handled_as_rocketjump ? head : world),
178                 world,
179                 WEP_CVAR(devastator, remote_force),
180                 self.projectiledeathtype | HITTYPE_BOUNCE,
181                 world
182         );
183
184         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
185         {
186                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
187                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
188                 {
189                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
190                         ATTACK_FINISHED(self.realowner) = time;
191                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
192                 }
193         }
194         remove(self);
195 }
196
197 void W_Devastator_RemoteExplode(void)
198 {SELFPARAM();
199         if(self.realowner.deadflag == DEAD_NO)
200         if(self.realowner.lastrocket)
201         {
202                 if((self.spawnshieldtime >= 0)
203                         ? (time >= self.spawnshieldtime) // timer
204                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
205                 )
206                 {
207                         W_Devastator_DoRemoteExplode();
208                 }
209         }
210 }
211
212 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
213 {
214         if(thisdir * goaldir > maxturn_cos)
215                 return goaldir;
216         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
217                 return thisdir; // refuse to guide (better than letting a numerical error happen)
218         float f, m2;
219         vector v;
220         // solve:
221         //   g = normalize(thisdir + goaldir * X)
222         //   thisdir * g = maxturn
223         //
224         //   gg = thisdir + goaldir * X
225         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
226         //
227         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
228         f = thisdir * goaldir;
229         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
230         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
231         m2 = maxturn_cos * maxturn_cos;
232         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
233         return normalize(thisdir + goaldir * v.y); // the larger solution!
234 }
235 // assume thisdir == -goaldir:
236 //   f == -1
237 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
238 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
239 //   x^2 - 2 * x + 1 = 0
240 //   (x - 1)^2 = 0
241 //   x = 1
242 //   normalize(thisdir + goaldir)
243 //   normalize(0)
244
245 void W_Devastator_Think(void)
246 {SELFPARAM();
247         vector desireddir, olddir, newdir, desiredorigin, goal;
248         float velspeed, f;
249         self.nextthink = time;
250         if(time > self.cnt)
251         {
252                 other = world;
253                 self.projectiledeathtype |= HITTYPE_BOUNCE;
254                 W_Devastator_Explode();
255                 return;
256         }
257
258         // accelerate
259         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
260         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
261         if(velspeed > 0)
262                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
263
264         // laser guided, or remote detonation
265         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
266         {
267                 if(self == self.realowner.lastrocket)
268                 if(!self.realowner.rl_release)
269                 if(!self.BUTTON_ATCK2)
270                 if(WEP_CVAR(devastator, guiderate))
271                 if(time > self.pushltime)
272                 if(self.realowner.deadflag == DEAD_NO)
273                 {
274                         f = WEP_CVAR(devastator, guideratedelay);
275                         if(f)
276                                 f = bound(0, (time - self.pushltime) / f, 1);
277                         else
278                                 f = 1;
279
280                         velspeed = vlen(self.velocity);
281
282                         makevectors(self.realowner.v_angle);
283                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
284                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
285                         olddir = normalize(self.velocity);
286
287                         // now it gets tricky... we want to move like some curve to approximate the target direction
288                         // but we are limiting the rate at which we can turn!
289                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
290                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
291
292                         self.velocity = newdir * velspeed;
293                         self.angles = vectoangles(self.velocity);
294
295                         if(!self.count)
296                         {
297                                 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
298                                 // TODO add a better sound here
299                                 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
300                                 self.count = 1;
301                         }
302                 }
303
304                 if(self.rl_detonate_later)
305                         W_Devastator_RemoteExplode();
306         }
307
308         if(self.csqcprojectile_clientanimate == 0)
309                 UpdateCSQCProjectile(self);
310 }
311
312 void W_Devastator_Touch(void)
313 {SELFPARAM();
314         if(WarpZone_Projectile_Touch())
315         {
316                 if(wasfreed(self))
317                         W_Devastator_Unregister();
318                 return;
319         }
320         W_Devastator_Unregister();
321         W_Devastator_Explode();
322 }
323
324 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
325 {SELFPARAM();
326         if(self.health <= 0)
327                 return;
328
329         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
330                 return; // g_projectiles_damage says to halt
331
332         self.health = self.health - damage;
333         self.angles = vectoangles(self.velocity);
334
335         if(self.health <= 0)
336                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
337 }
338
339 void W_Devastator_Attack(void)
340 {SELFPARAM();
341         entity missile;
342         entity flash;
343
344         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
345
346         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
347         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
348
349         missile = WarpZone_RefSys_SpawnSameRefSys(self);
350         missile.owner = missile.realowner = self;
351         self.lastrocket = missile;
352         if(WEP_CVAR(devastator, detonatedelay) >= 0)
353                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
354         else
355                 missile.spawnshieldtime = -1;
356         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
357         missile.classname = "rocket";
358         missile.bot_dodge = true;
359         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
360
361         missile.takedamage = DAMAGE_YES;
362         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
363         missile.health = WEP_CVAR(devastator, health);
364         missile.event_damage = W_Devastator_Damage;
365         missile.damagedbycontents = true;
366
367         missile.movetype = MOVETYPE_FLY;
368         PROJECTILE_MAKETRIGGER(missile);
369         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
370         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
371
372         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
373         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
374         missile.angles = vectoangles(missile.velocity);
375
376         missile.touch = W_Devastator_Touch;
377         missile.think = W_Devastator_Think;
378         missile.nextthink = time;
379         missile.cnt = time + WEP_CVAR(devastator, lifetime);
380         missile.flags = FL_PROJECTILE;
381         missile.missile_flags = MIF_SPLASH;
382
383         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
384
385         // muzzle flash for 1st person view
386         flash = spawn();
387         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
388         SUB_SetFade(flash, time, 0.1);
389         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
390         W_AttachToShotorg(flash, '5 0 0');
391
392         // common properties
393         MUTATOR_CALLHOOK(EditProjectile, self, missile);
394 }
395
396 bool W_Devastator(entity thiswep, int req)
397 {SELFPARAM();
398         entity rock;
399         float rockfound;
400         float ammo_amount;
401         switch(req)
402         {
403                 #if 0
404                 case WR_AIM:
405                 {
406                         // aim and decide to fire if appropriate
407                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
408                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
409                         {
410                                 // decide whether to detonate rockets
411                                 entity missile, targetlist, targ;
412                                 targetlist = findchainfloat(bot_attack, true);
413                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
414                                 {
415                                         targ = targetlist;
416                                         while(targ)
417                                         {
418                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
419                                                 {
420                                                         self.BUTTON_ATCK2 = true;
421                                                         break;
422                                                 }
423                                                 targ = targ.chain;
424                                         }
425                                 }
426
427                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
428                         }
429
430                         return true;
431                 }
432                 #else
433                 case WR_AIM:
434                 {
435                         // aim and decide to fire if appropriate
436                         self.BUTTON_ATCK = bot_aim(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 missile, 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                                 missile = find(world, classname, "rocket");
452                                 while(missile)
453                                 {
454                                         if(missile.realowner != self)
455                                         {
456                                                 missile = find(missile, classname, "rocket");
457                                                 continue;
458                                         }
459                                         targ = targetlist;
460                                         while(targ)
461                                         {
462                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
463                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
464                                                 // count potential damage according to type of target
465                                                 if(targ == self)
466                                                         selfdamage = selfdamage + d;
467                                                 else if(targ.team == self.team && teamplay)
468                                                         teamdamage = teamdamage + d;
469                                                 else if(bot_shouldattack(targ))
470                                                         enemydamage = enemydamage + d;
471                                                 targ = targ.chain;
472                                         }
473                                         missile = find(missile, classname, "rocket");
474                                 }
475                                 float desirabledamage;
476                                 desirabledamage = enemydamage;
477                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
478                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
479                                 if(teamplay && self.team)
480                                         desirabledamage = desirabledamage - teamdamage;
481
482                                 missile = find(world, classname, "rocket");
483                                 while(missile)
484                                 {
485                                         if(missile.realowner != self)
486                                         {
487                                                 missile = find(missile, classname, "rocket");
488                                                 continue;
489                                         }
490                                         makevectors(missile.v_angle);
491                                         targ = targetlist;
492                                         if(skill > 9) // normal players only do this for the target they are tracking
493                                         {
494                                                 targ = targetlist;
495                                                 while(targ)
496                                                 {
497                                                         if(
498                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
499                                                                 && desirabledamage > 0.1*coredamage
500                                                         )self.BUTTON_ATCK2 = true;
501                                                         targ = targ.chain;
502                                                 }
503                                         }else{
504                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
505                                                 //As the distance gets larger, a correct detonation gets near imposible
506                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
507                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
508                                                         if(IS_PLAYER(self.enemy))
509                                                                 if(desirabledamage >= 0.1*coredamage)
510                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
511                                                                                 self.BUTTON_ATCK2 = true;
512                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
513                                         }
514
515                                         missile = find(missile, classname, "rocket");
516                                 }
517                                 // if we would be doing at X percent of the core damage, detonate it
518                                 // but don't fire a new shot at the same time!
519                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
520                                         self.BUTTON_ATCK2 = true;
521                                 if((skill > 6.5) && (selfdamage > self.health))
522                                         self.BUTTON_ATCK2 = false;
523                                 //if(self.BUTTON_ATCK2 == true)
524                                 //      dprint(ftos(desirabledamage),"\n");
525                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
526                         }
527
528                         return true;
529                 }
530                 #endif
531                 case WR_THINK:
532                 {
533                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
534                                 _WEP_ACTION(self.weapon, WR_RELOAD);
535                         else
536                         {
537                                 if(self.BUTTON_ATCK)
538                                 {
539                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
540                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
541                                         {
542                                                 W_Devastator_Attack();
543                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
544                                                 self.rl_release = 0;
545                                         }
546                                 }
547                                 else
548                                         self.rl_release = 1;
549
550                                 if(self.BUTTON_ATCK2)
551                                 if(self.switchweapon == WEP_DEVASTATOR.m_id)
552                                 {
553                                         rockfound = 0;
554                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
555                                         {
556                                                 if(!rock.rl_detonate_later)
557                                                 {
558                                                         rock.rl_detonate_later = true;
559                                                         rockfound = 1;
560                                                 }
561                                         }
562                                         if(rockfound)
563                                                 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
564                                 }
565                         }
566
567                         return true;
568                 }
569                 case WR_INIT:
570                 {
571                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
572                         return true;
573                 }
574                 case WR_SETUP:
575                 {
576                         self.rl_release = 1;
577                         return true;
578                 }
579                 case WR_CHECKAMMO1:
580                 {
581                         #if 0
582                         // don't switch while guiding a missile
583                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
584                         {
585                                 ammo_amount = false;
586                                 if(WEP_CVAR(devastator, reload_ammo))
587                                 {
588                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
589                                                 ammo_amount = true;
590                                 }
591                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
592                                         ammo_amount = true;
593                                 return !ammo_amount;
594                         }
595                         #endif
596                         #if 0
597                         if(self.rl_release == 0)
598                         {
599                                 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
600                                 return true;
601                         }
602                         else
603                         {
604                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
605                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
606                                 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
607                                 return ammo_amount;
608                         }
609                         #else
610                         ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
611                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
612                         return ammo_amount;
613                         #endif
614                 }
615                 case WR_CHECKAMMO2:
616                 {
617                         return false;
618                 }
619                 case WR_CONFIG:
620                 {
621                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
622                         return true;
623                 }
624                 case WR_RESETPLAYER:
625                 {
626                         self.rl_release = 0;
627                         return true;
628                 }
629                 case WR_RELOAD:
630                 {
631                         W_Reload(WEP_CVAR(devastator, ammo), SND(RELOAD));
632                         return true;
633                 }
634                 case WR_SUICIDEMESSAGE:
635                 {
636                         return WEAPON_DEVASTATOR_SUICIDE;
637                 }
638                 case WR_KILLMESSAGE:
639                 {
640                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
641                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
642                         else
643                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
644                 }
645         }
646         return false;
647 }
648 #endif
649 #ifdef CSQC
650 bool W_Devastator(entity thiswep, int req)
651 {SELFPARAM();
652         switch(req)
653         {
654                 case WR_IMPACTEFFECT:
655                 {
656                         vector org2;
657                         org2 = w_org + w_backoff * 12;
658                         pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
659                         if(!w_issilent)
660                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
661
662                         return true;
663                 }
664                 case WR_INIT:
665                 {
666                         return true;
667                 }
668                 case WR_ZOOMRETICLE:
669                 {
670                         // no weapon specific image for this weapon
671                         return false;
672                 }
673         }
674         return false;
675 }
676 #endif
677 #endif