]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_rocketlauncher.qc
Merge branch 'master' into fruitiex/fruitbalance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 void W_Rocket_Unregister()
9 {
10         if(self.owner && self.owner.lastrocket == self)
11         {
12                 self.owner.lastrocket = world;
13                 // self.owner.rl_release = 1;
14         }
15 }
16
17 void W_Rocket_Explode ()
18 {
19         W_Rocket_Unregister();
20
21         if(other.takedamage == DAMAGE_AIM)
22                 if(other.classname == "player")
23                         if(IsDifferentTeam(self.owner, other))
24                                 if(IsFlying(other))
25                                         AnnounceTo(self.owner, "airshot");
26
27         self.event_damage = SUB_Null;
28         self.takedamage = DAMAGE_NO;
29
30         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
31
32         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
33         {
34                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
35                 {
36                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
37                         ATTACK_FINISHED(self.owner) = time;
38                         self.owner.switchweapon = w_getbestweapon(self.owner);
39                 }
40                 if(g_laserguided_missile)
41                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
42         }
43         remove (self);
44 }
45
46 void W_Rocket_DoRemoteExplode ()
47 {
48         W_Rocket_Unregister();
49
50         self.event_damage = SUB_Null;
51         self.takedamage = DAMAGE_NO;
52
53         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
54
55         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
56         {
57                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
58                 {
59                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
60                         ATTACK_FINISHED(self.owner) = time;
61                         self.owner.switchweapon = w_getbestweapon(self.owner);
62                 }
63                 if(g_laserguided_missile)
64                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
65         }
66         remove (self);
67 }
68
69 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
70 {
71         entity head, selected;
72         vector dir;
73         float dist, maxdist,// bestdist,
74                 dot,// bestdot,
75                 points, bestpoints;
76         //bestdist = 9999;
77         //bestdot = -2;
78         bestpoints = 0;
79         maxdist = 800;
80         selected = world;
81
82         makevectors(e.angles);
83
84         head = find(world, classname, "laser_target");
85         while(head)
86         {
87                 points = 0;
88                 dir = normalize(head.origin - self.origin);
89                 dot = dir * v_forward;
90                 dist = vlen(head.origin - self.origin);
91                 if(dist > maxdist)
92                         dist = maxdist;
93
94                 // gain points for being in front
95                 points = points + ((dot+1)*0.5) * 500
96                         * (1 + crandom()*dot_variance);
97                 // gain points for being close away
98                 points = points + (1 - dist/maxdist) * 1000
99                         * (1 + crandom()*dot_variance);
100
101                 traceline(e.origin, head.origin, TRUE, self);
102                 if(trace_fraction < 1)
103                 {
104                         points = 0;
105                 }
106
107                 if(points > bestpoints)//random() > 0.5)//
108                 {
109                         bestpoints = points;
110                         selected = head;
111                 }
112
113                 head = find(head, classname, "laser_target");
114         }
115
116         //bprint(selected.owner.netname);
117         //bprint("\n");
118         return selected;
119 }
120
121 void W_Rocket_RemoteExplode()
122 {
123         if(self.owner.deadflag == DEAD_NO)
124         if(self.owner.lastrocket)
125         {
126                 if((self.spawnshieldtime >= 0)
127                         ? (time >= self.spawnshieldtime) // timer
128                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
129                 )
130                 {
131                         W_Rocket_DoRemoteExplode();
132                 }
133         }
134 }
135
136 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
137 {
138         if(thisdir * goaldir > maxturn_cos)
139                 return goaldir;
140         float f, m2;
141         vector v;
142         // solve:
143         //   g = normalize(thisdir + goaldir * X)
144         //   thisdir * g = maxturn
145         //
146         //   gg = thisdir + goaldir * X
147         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
148         //
149         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
150         f = thisdir * goaldir;
151         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
152         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
153         m2 = maxturn_cos * maxturn_cos;
154         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
155         return normalize(thisdir + goaldir * v_y); // the larger solution!
156 }
157
158 void W_Rocket_Think (void)
159 {
160         entity e;
161         vector desireddir, olddir, newdir, desiredorigin, goal;
162 #if 0
163         float cosminang, cosmaxang, cosang;
164 #endif
165         float turnrate, velspeed, f;
166         self.nextthink = time;
167         if (time > self.cnt)
168         {
169                 other = world;
170                 self.projectiledeathtype |= HITTYPE_BOUNCE;
171                 W_Rocket_Explode ();
172                 return;
173         }
174
175         if(g_laserguided_missile)
176         {
177                 // accelerate
178                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
179                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
180                 if (velspeed > 0)
181                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
182         }
183         else
184         {
185                 // accelerate
186                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
187                 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
188                 if (velspeed > 0)
189                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
190         }
191
192         // laser guided, or remote detonation
193         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
194         {
195                 if(g_laserguided_missile)
196                 {
197                         if(self.rl_detonate_later)
198                                 W_Rocket_RemoteExplode();
199
200                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
201                         {
202                                 if(self.owner.laser_on)
203                                 {
204                                         if(self.attack_finished_single < time)
205                                         {
206                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
207                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
208                                         }
209
210                                         if(!self.enemy)
211                                                 self.enemy = self.owner.weaponentity.lasertarget;
212                                 }
213                                 else self.enemy = world;
214                         }
215                         else // don't allow stealing: always target my owner's laser (if it exists)
216                                 self.enemy = self.owner.weaponentity.lasertarget;
217
218                         if(self.enemy != world)
219                         {
220                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
221                                 velspeed = vlen(self.velocity);
222                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
223                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
224                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
225                                 olddir = normalize(self.velocity);                                      // get my current direction
226                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
227                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
228                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
229
230                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
231                         }
232                 }
233                 else
234                 {
235                         if(self == self.owner.lastrocket)
236                         if not(self.owner.rl_release)
237                         if not(self.BUTTON_ATCK2)
238                         if(cvar("g_balance_rocketlauncher_guiderate"))
239                         if(time > self.pushltime)
240                         if(self.owner.deadflag == DEAD_NO)
241                         {
242                                 f = cvar("g_balance_rocketlauncher_guideratedelay");
243                                 if(f)
244                                         f = bound(0, (time - self.pushltime) / f, 1);
245                                 else
246                                         f = 1;
247
248                                 velspeed = vlen(self.velocity);
249
250                                 makevectors(self.owner.v_angle);
251                                 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
252                                 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
253                                 olddir = normalize(self.velocity);
254
255 #if 0
256                                 // disabled this code because it doesn't do what I want it to do :P
257                                 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
258                                 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
259                                 cosang = desireddir * normalize(self.origin - desiredorigin);
260                                 if(cosminang == cosmaxang)
261                                         f *= (cosang >= cosminang);
262                                 else
263                                         f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
264 #endif
265
266                                 // now it gets tricky... we want to move like some curve to approximate the target direction
267                                 // but we are limiting the rate at which we can turn!
268                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
269                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
270
271                                 self.velocity = newdir * velspeed;
272                                 self.angles = vectoangles(self.velocity);
273
274                                 if(!self.count)
275                                 {
276                                         pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
277                                         // TODO add a better sound here
278                                         sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
279                                         self.count = 1;
280                                 }
281                         }
282
283                         if(self.rl_detonate_later)
284                                 W_Rocket_RemoteExplode();
285                 }
286         }
287
288         if(self.csqcprojectile_clientanimate == 0)
289                 UpdateCSQCProjectile(self);
290 }
291
292 void W_Rocket_Touch (void)
293 {
294         W_Rocket_Unregister();
295
296         PROJECTILE_TOUCH;
297         W_Rocket_Explode ();
298 }
299
300 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
301 {
302         if (self.health <= 0)
303                 return;
304         self.health = self.health - damage;
305         self.angles = vectoangles(self.velocity);
306         if (self.health <= 0)
307                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
308 }
309
310 void W_Rocket_Attack (void)
311 {
312         local entity missile;
313         local entity flash;
314
315         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
316                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
317
318         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
319         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
320
321         missile = WarpZone_RefSys_SpawnSameRefSys(self);
322         missile.owner = self;
323         self.lastrocket = missile;
324         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
325                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
326         else
327                 missile.spawnshieldtime = -1;
328         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
329         missile.classname = "rocket";
330         missile.bot_dodge = TRUE;
331         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
332
333         missile.takedamage = DAMAGE_YES;
334         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
335         missile.health = cvar("g_balance_rocketlauncher_health");
336         missile.event_damage = W_Rocket_Damage;
337
338         missile.movetype = MOVETYPE_FLY;
339         PROJECTILE_MAKETRIGGER(missile);
340         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
341         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
342
343         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
344         if(g_laserguided_missile && self.laser_on)
345                 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
346         else
347                 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
348         missile.angles = vectoangles (missile.velocity);
349
350         missile.touch = W_Rocket_Touch;
351         missile.think = W_Rocket_Think;
352         missile.nextthink = time;
353         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
354         missile.flags = FL_PROJECTILE;
355
356         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
357
358         // muzzle flash for 1st person view
359         flash = spawn ();
360         setmodel (flash, "models/flash.md3"); // precision set below
361         SUB_SetFade (flash, time, 0.1);
362         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
363         W_AttachToShotorg(flash, '5 0 0');
364
365         // common properties
366 }
367
368 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
369
370 float w_rlauncher(float req)
371 {
372         entity rock;
373         float rockfound;
374         if (req == WR_AIM)
375         {
376                 // aim and decide to fire if appropriate
377                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
378                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
379                 {
380                         // decide whether to detonate rockets
381                         local entity missile, targetlist, targ;
382                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
383                         local float selfdamage, teamdamage, enemydamage;
384                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
385                         coredamage = cvar("g_balance_rocketlauncher_damage");
386                         edgeradius = cvar("g_balance_rocketlauncher_radius");
387                         recipricoledgeradius = 1 / edgeradius;
388                         selfdamage = 0;
389                         teamdamage = 0;
390                         enemydamage = 0;
391                         targetlist = findchainfloat(bot_attack, TRUE);
392                         missile = find(world, classname, "rocket");
393                         while (missile)
394                         {
395                                 if (missile.owner != self)
396                                 {
397                                         missile = find(missile, classname, "rocket");
398                                         continue;
399                                 }
400                                 targ = targetlist;
401                                 while (targ)
402                                 {
403                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
404                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
405                                         // count potential damage according to type of target
406                                         if (targ == self)
407                                                 selfdamage = selfdamage + d;
408                                         else if (targ.team == self.team && teams_matter)
409                                                 teamdamage = teamdamage + d;
410                                         else if (bot_shouldattack(targ))
411                                                 enemydamage = enemydamage + d;
412                                         targ = targ.chain;
413                                 }
414                                 missile = find(missile, classname, "rocket");
415                         }
416                         local float desirabledamage;
417                         desirabledamage = enemydamage;
418                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
419                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
420                         if (self.team && teamplay != 1)
421                                 desirabledamage = desirabledamage - teamdamage;
422
423                         missile = find(world, classname, "rocket");
424                         while (missile)
425                         {
426                                 if (missile.owner != self)
427                                 {
428                                         missile = find(missile, classname, "rocket");
429                                         continue;
430                                 }
431                                 makevectors(missile.v_angle);
432                                 targ = targetlist;
433                                 if (skill > 9) // normal players only do this for the target they are tracking
434                                 {
435                                         targ = targetlist;
436                                         while (targ)
437                                         {
438                                                 if (
439                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
440                                                         && desirabledamage > 0.1*coredamage
441                                                 )self.BUTTON_ATCK2 = TRUE;
442                                                 targ = targ.chain;
443                                         }
444                                 }else{
445                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
446                                         //As the distance gets larger, a correct detonation gets near imposible
447                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
448                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
449                                                 if(self.enemy.classname == "player")
450                                                         if(desirabledamage >= 0.1*coredamage)
451                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
452                                                                         self.BUTTON_ATCK2 = TRUE;
453                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
454                                 }
455
456                                 missile = find(missile, classname, "rocket");
457                         }
458                         // if we would be doing at X percent of the core damage, detonate it
459                         // but don't fire a new shot at the same time!
460                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
461                                 self.BUTTON_ATCK2 = TRUE;
462                         if ((skill > 6.5) && (selfdamage > self.health))
463                                 self.BUTTON_ATCK2 = FALSE;
464                         //if(self.BUTTON_ATCK2 == TRUE)
465                         //      dprint(ftos(desirabledamage),"\n");
466                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
467                 }
468         }
469         else if (req == WR_THINK)
470         {
471                 if(g_laserguided_missile)
472                 {
473                         if (self.BUTTON_ATCK && self.rl_release)
474                         {
475                                 rockfound = 0;
476                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
477                                 {
478                                         if(!rock.rl_detonate_later)
479                                         {
480                                                 rock.rl_detonate_later = TRUE;
481                                                 rockfound = 1;
482                                         }
483                                 }
484                                 if(rockfound)
485                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
486                                 else
487                                 {
488                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
489                                         {
490                                                 W_Rocket_Attack();
491                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
492                                         }
493                                 }
494                                 self.rl_release = 0;
495                         }
496                         if (!self.BUTTON_ATCK)
497                                 self.rl_release = 1;
498                         if (self.BUTTON_ATCK2)
499                         if(self.exteriorweaponentity.attack_finished_single < time)
500                         {
501                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
502                                 self.laser_on = !self.laser_on;
503                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
504                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
505                         }
506                 }
507                 else
508                 {
509                         if (self.BUTTON_ATCK)
510                         {
511                                 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
512                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
513                                 {
514                                         W_Rocket_Attack();
515                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
516                                         self.rl_release = 0;
517                                 }
518                         }
519                         else
520                                 self.rl_release = 1;
521
522                         if (self.BUTTON_ATCK2)
523                         {
524                                 rockfound = 0;
525                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
526                                 {
527                                         if(!rock.rl_detonate_later)
528                                         {
529                                                 rock.rl_detonate_later = TRUE;
530                                                 rockfound = 1;
531                                         }
532                                 }
533                                 if(rockfound)
534                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
535                         }
536                 }
537         }
538         else if (req == WR_PRECACHE)
539         {
540                 precache_model ("models/flash.md3");
541                 precache_model ("models/weapons/g_rl.md3");
542                 precache_model ("models/weapons/v_rl.md3");
543                 precache_model ("models/weapons/h_rl.iqm");
544                 precache_sound ("weapons/rocket_det.wav");
545                 precache_sound ("weapons/rocket_fire.wav");
546                 precache_sound ("weapons/rocket_mode.wav");
547                 if (g_laserguided_missile)
548                 {
549                         precache_model ("models/laser_dot.mdl"); // rocket launcher
550                 }
551         }
552         else if (req == WR_SETUP)
553         {
554                 weapon_setup(WEP_ROCKET_LAUNCHER);
555                 self.rl_release = 1;
556         }
557         else if (req == WR_CHECKAMMO1)
558         {
559                 // don't switch while guiding a missile
560                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
561                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
562                         return FALSE;
563         }
564         else if (req == WR_CHECKAMMO2)
565                 return FALSE;
566         else if (req == WR_RESETPLAYER)
567         {
568                 self.rl_release = 0;
569         }
570         return TRUE;
571 };
572 #endif
573 #ifdef CSQC
574 float w_rlauncher(float req)
575 {
576         if(req == WR_IMPACTEFFECT)
577         {
578                 vector org2;
579                 org2 = w_org + w_backoff * 12;
580                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
581                 if(!w_issilent)
582                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
583         }
584         else if(req == WR_PRECACHE)
585         {
586                 precache_sound("weapons/rocket_impact.wav");
587         }
588         else if (req == WR_SUICIDEMESSAGE)
589                 w_deathtypestring = "exploded";
590         else if (req == WR_KILLMESSAGE)
591         {
592                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
593                         w_deathtypestring = "got too close to #'s rocket";
594                 else if(w_deathtype & HITTYPE_SPLASH)
595                         w_deathtypestring = "almost dodged #'s rocket";
596                 else
597                         w_deathtypestring = "ate #'s rocket";
598         }
599         return TRUE;
600 }
601 #endif
602 #endif