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Weapons: store switchweapon as direct weapon reference
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1 #ifndef IMPLEMENTATION
2 CLASS(Devastator, Weapon)
3 /* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(Devastator, impulse, int, 9)
5 /* flags     */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
14 /* wepimg    */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
15 /* refname   */ ATTRIB(Devastator, netname, string, "devastator");
16 /* wepname   */ ATTRIB(Devastator, m_name, string, _("Devastator"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, NONE) \
21         P(class, prefix, animtime, float, NONE) \
22         P(class, prefix, damageforcescale, float, NONE) \
23         P(class, prefix, damage, float, NONE) \
24         P(class, prefix, detonatedelay, float, NONE) \
25         P(class, prefix, edgedamage, float, NONE) \
26         P(class, prefix, force, float, NONE) \
27         P(class, prefix, guidedelay, float, NONE) \
28         P(class, prefix, guidegoal, float, NONE) \
29         P(class, prefix, guideratedelay, float, NONE) \
30         P(class, prefix, guiderate, float, NONE) \
31         P(class, prefix, guidestop, float, NONE) \
32         P(class, prefix, health, float, NONE) \
33         P(class, prefix, lifetime, float, NONE) \
34         P(class, prefix, radius, float, NONE) \
35         P(class, prefix, refire, float, NONE) \
36                 P(class, prefix, reload_ammo, float, NONE) \
37                 P(class, prefix, reload_time, float, NONE) \
38         P(class, prefix, remote_damage, float, NONE) \
39         P(class, prefix, remote_edgedamage, float, NONE) \
40         P(class, prefix, remote_force, float, NONE) \
41         P(class, prefix, remote_jump_damage, float, NONE) \
42         P(class, prefix, remote_jump_radius, float, NONE) \
43         P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
44         P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
45         P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
46         P(class, prefix, remote_radius, float, NONE) \
47         P(class, prefix, speedaccel, float, NONE) \
48         P(class, prefix, speedstart, float, NONE) \
49         P(class, prefix, speed, float, NONE) \
50                 P(class, prefix, switchdelay_drop, float, NONE) \
51                 P(class, prefix, switchdelay_raise, float, NONE) \
52                 P(class, prefix, weaponreplace, string,NONE) \
53                 P(class, prefix, weaponstartoverride, float, NONE) \
54                 P(class, prefix, weaponstart, float, NONE) \
55                 P(class, prefix, weaponthrowable, float, NONE) \
56         END()
57         W_PROPS(X, Devastator, devastator)
58 #undef X
59
60 ENDCLASS(Devastator)
61 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
62
63 #ifdef SVQC
64 .float rl_release;
65 .float rl_detonate_later;
66 #endif
67 #endif
68 #ifdef IMPLEMENTATION
69 #ifdef SVQC
70 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
71 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
72
73 .entity lastrocket;
74
75 void W_Devastator_Unregister()
76 {SELFPARAM();
77         if(self.realowner && self.realowner.lastrocket == self)
78         {
79                 self.realowner.lastrocket = world;
80                 // self.realowner.rl_release = 1;
81         }
82 }
83
84 void W_Devastator_Explode()
85 {SELFPARAM();
86         W_Devastator_Unregister();
87
88         if(other.takedamage == DAMAGE_AIM)
89                 if(IS_PLAYER(other))
90                         if(DIFF_TEAM(self.realowner, other))
91                                 if(other.deadflag == DEAD_NO)
92                                         if(IsFlying(other))
93                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
94
95         self.event_damage = func_null;
96         self.takedamage = DAMAGE_NO;
97
98         RadiusDamage(
99                 self,
100                 self.realowner,
101                 WEP_CVAR(devastator, damage),
102                 WEP_CVAR(devastator, edgedamage),
103                 WEP_CVAR(devastator, radius),
104                 world,
105                 world,
106                 WEP_CVAR(devastator, force),
107                 self.projectiledeathtype,
108                 other
109         );
110
111         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
112         {
113                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
114                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
115                 {
116                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
117                         int slot = 0; // TODO: unhardcode
118                         ATTACK_FINISHED(self.realowner, slot) = time;
119                         PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
120                 }
121         }
122         remove(self);
123 }
124
125 void W_Devastator_DoRemoteExplode(.entity weaponentity)
126 {SELFPARAM();
127         W_Devastator_Unregister();
128
129         self.event_damage = func_null;
130         self.takedamage = DAMAGE_NO;
131
132         float handled_as_rocketjump = false;
133
134         entity head = WarpZone_FindRadius(
135                 self.origin,
136                 WEP_CVAR(devastator, remote_jump_radius),
137                 false
138         );
139
140         while(head)
141         {
142                 if(head.takedamage && (head == self.realowner))
143                 {
144                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
145                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
146                         {
147                                 // we handled this as a rocketjump :)
148                                 handled_as_rocketjump = true;
149
150                                 // modify velocity
151                                 head.velocity_x *= 0.9;
152                                 head.velocity_y *= 0.9;
153                                 head.velocity_z = bound(
154                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
155                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
156                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
157                                 );
158
159                                 // now do the damage
160                                 RadiusDamage(
161                                         self,
162                                         head,
163                                         WEP_CVAR(devastator, remote_jump_damage),
164                                         WEP_CVAR(devastator, remote_jump_damage),
165                                         WEP_CVAR(devastator, remote_jump_radius),
166                                         world,
167                                         head,
168                                         0,
169                                         self.projectiledeathtype | HITTYPE_BOUNCE,
170                                         world
171                                 );
172                                 break;
173                         }
174                 }
175                 head = head.chain;
176         }
177
178         RadiusDamage(
179                 self,
180                 self.realowner,
181                 WEP_CVAR(devastator, remote_damage),
182                 WEP_CVAR(devastator, remote_edgedamage),
183                 WEP_CVAR(devastator, remote_radius),
184                 (handled_as_rocketjump ? head : world),
185                 world,
186                 WEP_CVAR(devastator, remote_force),
187                 self.projectiledeathtype | HITTYPE_BOUNCE,
188                 world
189         );
190
191         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
192         {
193                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
194                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
195                 {
196                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
197                         int slot = weaponslot(weaponentity);
198                         ATTACK_FINISHED(self.realowner, slot) = time;
199                         PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
200                 }
201         }
202         remove(self);
203 }
204
205 void W_Devastator_RemoteExplode(.entity weaponentity)
206 {SELFPARAM();
207         if(self.realowner.deadflag == DEAD_NO)
208         if(self.realowner.lastrocket)
209         {
210                 if((self.spawnshieldtime >= 0)
211                         ? (time >= self.spawnshieldtime) // timer
212                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
213                 )
214                 {
215                         W_Devastator_DoRemoteExplode(weaponentity);
216                 }
217         }
218 }
219
220 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
221 {
222         if(thisdir * goaldir > maxturn_cos)
223                 return goaldir;
224         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
225                 return thisdir; // refuse to guide (better than letting a numerical error happen)
226         float f, m2;
227         vector v;
228         // solve:
229         //   g = normalize(thisdir + goaldir * X)
230         //   thisdir * g = maxturn
231         //
232         //   gg = thisdir + goaldir * X
233         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
234         //
235         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
236         f = thisdir * goaldir;
237         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
238         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
239         m2 = maxturn_cos * maxturn_cos;
240         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
241         return normalize(thisdir + goaldir * v.y); // the larger solution!
242 }
243 // assume thisdir == -goaldir:
244 //   f == -1
245 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
246 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
247 //   x^2 - 2 * x + 1 = 0
248 //   (x - 1)^2 = 0
249 //   x = 1
250 //   normalize(thisdir + goaldir)
251 //   normalize(0)
252
253 void W_Devastator_Think()
254 {SELFPARAM();
255         vector desireddir, olddir, newdir, desiredorigin, goal;
256         float velspeed, f;
257         self.nextthink = time;
258         if(time > self.cnt)
259         {
260                 other = world;
261                 self.projectiledeathtype |= HITTYPE_BOUNCE;
262                 W_Devastator_Explode();
263                 return;
264         }
265
266         // accelerate
267         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
268         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
269         if(velspeed > 0)
270                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
271
272         // laser guided, or remote detonation
273         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
274         {
275                 if(self == self.realowner.lastrocket)
276                 if(!self.realowner.rl_release)
277                 if(!self.BUTTON_ATCK2)
278                 if(WEP_CVAR(devastator, guiderate))
279                 if(time > self.pushltime)
280                 if(self.realowner.deadflag == DEAD_NO)
281                 {
282                         f = WEP_CVAR(devastator, guideratedelay);
283                         if(f)
284                                 f = bound(0, (time - self.pushltime) / f, 1);
285                         else
286                                 f = 1;
287
288                         velspeed = vlen(self.velocity);
289
290                         makevectors(self.realowner.v_angle);
291                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
292                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
293                         olddir = normalize(self.velocity);
294
295                         // now it gets tricky... we want to move like some curve to approximate the target direction
296                         // but we are limiting the rate at which we can turn!
297                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
298                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
299
300                         self.velocity = newdir * velspeed;
301                         self.angles = vectoangles(self.velocity);
302
303                         if(!self.count)
304                         {
305                                 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
306                                 // TODO add a better sound here
307                                 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
308                                 self.count = 1;
309                         }
310                 }
311
312                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
313                 if(self.rl_detonate_later)
314                         W_Devastator_RemoteExplode(weaponentity);
315         }
316
317         if(self.csqcprojectile_clientanimate == 0)
318                 UpdateCSQCProjectile(self);
319 }
320
321 void W_Devastator_Touch()
322 {SELFPARAM();
323         if(WarpZone_Projectile_Touch())
324         {
325                 if(wasfreed(self))
326                         W_Devastator_Unregister();
327                 return;
328         }
329         W_Devastator_Unregister();
330         W_Devastator_Explode();
331 }
332
333 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
334 {SELFPARAM();
335         if(self.health <= 0)
336                 return;
337
338         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
339                 return; // g_projectiles_damage says to halt
340
341         self.health = self.health - damage;
342         self.angles = vectoangles(self.velocity);
343
344         if(self.health <= 0)
345                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
346 }
347
348 void W_Devastator_Attack(Weapon thiswep)
349 {SELFPARAM();
350         entity missile;
351         entity flash;
352
353         W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
354
355         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
356         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
357
358         missile = WarpZone_RefSys_SpawnSameRefSys(self);
359         missile.owner = missile.realowner = self;
360         self.lastrocket = missile;
361         if(WEP_CVAR(devastator, detonatedelay) >= 0)
362                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
363         else
364                 missile.spawnshieldtime = -1;
365         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
366         missile.classname = "rocket";
367         missile.bot_dodge = true;
368         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
369
370         missile.takedamage = DAMAGE_YES;
371         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
372         missile.health = WEP_CVAR(devastator, health);
373         missile.event_damage = W_Devastator_Damage;
374         missile.damagedbycontents = true;
375
376         missile.movetype = MOVETYPE_FLY;
377         PROJECTILE_MAKETRIGGER(missile);
378         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
379         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
380
381         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
382         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
383         missile.angles = vectoangles(missile.velocity);
384
385         missile.touch = W_Devastator_Touch;
386         missile.think = W_Devastator_Think;
387         missile.nextthink = time;
388         missile.cnt = time + WEP_CVAR(devastator, lifetime);
389         missile.flags = FL_PROJECTILE;
390         missile.missile_flags = MIF_SPLASH;
391
392         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
393
394         // muzzle flash for 1st person view
395         flash = spawn();
396         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
397         SUB_SetFade(flash, time, 0.1);
398         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
399         W_AttachToShotorg(self, flash, '5 0 0');
400
401         // common properties
402         MUTATOR_CALLHOOK(EditProjectile, self, missile);
403 }
404
405                 #if 0
406                 METHOD(Devastator, wr_aim, void(entity thiswep))
407                 {
408                         // aim and decide to fire if appropriate
409                         self.BUTTON_ATCK = bot_aim(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 = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
416                                 {
417                                         targ = targetlist;
418                                         while(targ)
419                                         {
420                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
421                                                 {
422                                                         self.BUTTON_ATCK2 = true;
423                                                         break;
424                                                 }
425                                                 targ = targ.chain;
426                                         }
427                                 }
428
429                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
430                         }
431                 }
432                 #else
433                 METHOD(Devastator, wr_aim, void(entity thiswep))
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                 #endif
529                 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
530                 {
531                         if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
532                                 thiswep.wr_reload(thiswep);
533                         } else {
534                                 if(fire & 1)
535                                 {
536                                         if(actor.rl_release || WEP_CVAR(devastator, guidestop))
537                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
538                                         {
539                                                 W_Devastator_Attack(thiswep);
540                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
541                                                 actor.rl_release = 0;
542                                         }
543                                 }
544                                 else
545                                         actor.rl_release = 1;
546
547                                 if(fire & 2)
548                                 if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
549                                 {
550                                         entity rock;
551                                         bool rockfound = false;
552                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
553                                         {
554                                                 if(!rock.rl_detonate_later)
555                                                 {
556                                                         rock.rl_detonate_later = true;
557                                                         rockfound = true;
558                                                 }
559                                         }
560                                         if(rockfound)
561                                                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
562                                 }
563                         }
564                 }
565                 METHOD(Devastator, wr_setup, void(entity thiswep))
566                 {
567                         self.rl_release = 1;
568                 }
569                 METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
570                 {
571                         #if 0
572                         // don't switch while guiding a missile
573                         if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_DEVASTATOR.m_id)
574                         {
575                                 ammo_amount = false;
576                                 if(WEP_CVAR(devastator, reload_ammo))
577                                 {
578                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
579                                                 ammo_amount = true;
580                                 }
581                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
582                                         ammo_amount = true;
583                                 return !ammo_amount;
584                         }
585                         #endif
586                         #if 0
587                         if(self.rl_release == 0)
588                         {
589                                 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
590                                 return true;
591                         }
592                         else
593                         {
594                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
595                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
596                                 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"));
597                                 return ammo_amount;
598                         }
599                         #else
600                         float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
601                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
602                         return ammo_amount;
603                         #endif
604                 }
605                 METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
606                 {
607                         return false;
608                 }
609                 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
610                 {
611                         self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
612                         self.rl_release = 0;
613                 }
614                 METHOD(Devastator, wr_reload, void(entity thiswep))
615                 {
616                         W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
617                 }
618                 METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
619                 {
620                         return WEAPON_DEVASTATOR_SUICIDE;
621                 }
622                 METHOD(Devastator, wr_killmessage, int(entity thiswep))
623                 {
624                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
625                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
626                         else
627                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
628                 }
629
630 #endif
631 #ifdef CSQC
632
633                 METHOD(Devastator, wr_impacteffect, void(entity thiswep))
634                 {
635                         vector org2;
636                         org2 = w_org + w_backoff * 12;
637                         pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
638                         if(!w_issilent)
639                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
640                 }
641
642 #endif
643 #endif