--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ DEVASTATOR,
+/* function */ W_Devastator,
+/* ammotype */ ammo_rockets,
+/* impulse */ 9,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* color */ '1 1 0',
+/* modelname */ "rl",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* wepimg */ "weaponrocketlauncher",
+/* refname */ "devastator",
+/* wepname */ _("Devastator")
+);
+
+#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
+#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, guidedelay) \
+ w_cvar(id, sn, NONE, guidegoal) \
+ w_cvar(id, sn, NONE, guiderate) \
+ w_cvar(id, sn, NONE, guideratedelay) \
+ w_cvar(id, sn, NONE, guidestop) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_jump_damage) \
+ w_cvar(id, sn, NONE, remote_jump_radius) \
+ w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
+ w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
+ w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, speedaccel) \
+ w_cvar(id, sn, NONE, speedstart) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float rl_release;
+.float rl_detonate_later;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
+
+void W_Devastator_Unregister(void)
+{
+ if(self.realowner && self.realowner.lastrocket == self)
+ {
+ self.realowner.lastrocket = world;
+ // self.realowner.rl_release = 1;
+ }
+}
+
+void W_Devastator_Explode(void)
+{
+ W_Devastator_Unregister();
+
+ if(other.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(other))
+ if(DIFF_TEAM(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(devastator, damage),
+ WEP_CVAR(devastator, edgedamage),
+ WEP_CVAR(devastator, radius),
+ world,
+ world,
+ WEP_CVAR(devastator, force),
+ self.projectiledeathtype,
+ other
+ );
+
+ if(self.realowner.weapon == WEP_DEVASTATOR)
+ {
+ if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+ {
+ self.realowner.cnt = WEP_DEVASTATOR;
+ ATTACK_FINISHED(self.realowner) = time;
+ self.realowner.switchweapon = w_getbestweapon(self.realowner);
+ }
+ }
+ remove(self);
+}
+
+void W_Devastator_DoRemoteExplode(void)
+{
+ W_Devastator_Unregister();
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ float handled_as_rocketjump = FALSE;
+
+ entity head = WarpZone_FindRadius(
+ self.origin,
+ WEP_CVAR(devastator, remote_jump_radius),
+ FALSE
+ );
+
+ while(head)
+ {
+ if(head.takedamage && (head == self.realowner))
+ {
+ float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
+ if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
+ {
+ // we handled this as a rocketjump :)
+ handled_as_rocketjump = TRUE;
+
+ // modify velocity
+ head.velocity_x *= 0.9;
+ head.velocity_y *= 0.9;
+ head.velocity_z = bound(
+ WEP_CVAR(devastator, remote_jump_velocity_z_min),
+ head.velocity_z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
+ WEP_CVAR(devastator, remote_jump_velocity_z_max)
+ );
+
+ // now do the damage
+ RadiusDamage(
+ self,
+ head,
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_radius),
+ world,
+ head,
+ 0,
+ self.projectiledeathtype | HITTYPE_BOUNCE,
+ world
+ );
+ break;
+ }
+ }
+ head = head.chain;
+ }
+
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(devastator, remote_damage),
+ WEP_CVAR(devastator, remote_edgedamage),
+ WEP_CVAR(devastator, remote_radius),
+ (handled_as_rocketjump ? head : world),
+ world,
+ WEP_CVAR(devastator, remote_force),
+ self.projectiledeathtype | HITTYPE_BOUNCE,
+ world
+ );
+
+ if(self.realowner.weapon == WEP_DEVASTATOR)
+ {
+ if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+ {
+ self.realowner.cnt = WEP_DEVASTATOR;
+ ATTACK_FINISHED(self.realowner) = time;
+ self.realowner.switchweapon = w_getbestweapon(self.realowner);
+ }
+ }
+ remove(self);
+}
+
+void W_Devastator_RemoteExplode(void)
+{
+ if(self.realowner.deadflag == DEAD_NO)
+ if(self.realowner.lastrocket)
+ {
+ if((self.spawnshieldtime >= 0)
+ ? (time >= self.spawnshieldtime) // timer
+ : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
+ )
+ {
+ W_Devastator_DoRemoteExplode();
+ }
+ }
+}
+
+vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
+{
+ if(thisdir * goaldir > maxturn_cos)
+ return goaldir;
+ if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
+ return thisdir; // refuse to guide (better than letting a numerical error happen)
+ float f, m2;
+ vector v;
+ // solve:
+ // g = normalize(thisdir + goaldir * X)
+ // thisdir * g = maxturn
+ //
+ // gg = thisdir + goaldir * X
+ // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
+ //
+ // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
+ f = thisdir * goaldir;
+ // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
+ // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
+ m2 = maxturn_cos * maxturn_cos;
+ v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
+ return normalize(thisdir + goaldir * v_y); // the larger solution!
+}
+// assume thisdir == -goaldir:
+// f == -1
+// v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
+// (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
+// x^2 - 2 * x + 1 = 0
+// (x - 1)^2 = 0
+// x = 1
+// normalize(thisdir + goaldir)
+// normalize(0)
+
+void W_Devastator_Think(void)
+{
+ vector desireddir, olddir, newdir, desiredorigin, goal;
+ float velspeed, f;
+ self.nextthink = time;
+ if(time > self.cnt)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Devastator_Explode();
+ return;
+ }
+
+ // accelerate
+ makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+ velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
+ if(velspeed > 0)
+ self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
+
+ // laser guided, or remote detonation
+ if(self.realowner.weapon == WEP_DEVASTATOR)
+ {
+ if(self == self.realowner.lastrocket)
+ if(!self.realowner.rl_release)
+ if(!self.BUTTON_ATCK2)
+ if(WEP_CVAR(devastator, guiderate))
+ if(time > self.pushltime)
+ if(self.realowner.deadflag == DEAD_NO)
+ {
+ f = WEP_CVAR(devastator, guideratedelay);
+ if(f)
+ f = bound(0, (time - self.pushltime) / f, 1);
+ else
+ f = 1;
+
+ velspeed = vlen(self.velocity);
+
+ makevectors(self.realowner.v_angle);
+ desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
+ olddir = normalize(self.velocity);
+
+ // now it gets tricky... we want to move like some curve to approximate the target direction
+ // but we are limiting the rate at which we can turn!
+ goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
+ newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
+
+ self.velocity = newdir * velspeed;
+ self.angles = vectoangles(self.velocity);
+
+ if(!self.count)
+ {
+ pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
+ // TODO add a better sound here
+ sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ self.count = 1;
+ }
+ }
+
+ if(self.rl_detonate_later)
+ W_Devastator_RemoteExplode();
+ }
+
+ if(self.csqcprojectile_clientanimate == 0)
+ UpdateCSQCProjectile(self);
+}
+
+void W_Devastator_Touch(void)
+{
+ if(WarpZone_Projectile_Touch())
+ {
+ if(wasfreed(self))
+ W_Devastator_Unregister();
+ return;
+ }
+ W_Devastator_Unregister();
+ W_Devastator_Explode();
+}
+
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ self.angles = vectoangles(self.velocity);
+
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
+}
+
+void W_Devastator_Attack(void)
+{
+ entity missile;
+ entity flash;
+
+ W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
+
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ missile = WarpZone_RefSys_SpawnSameRefSys(self);
+ missile.owner = missile.realowner = self;
+ self.lastrocket = missile;
+ if(WEP_CVAR(devastator, detonatedelay) >= 0)
+ missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
+ else
+ missile.spawnshieldtime = -1;
+ missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
+ missile.classname = "rocket";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+
+ missile.takedamage = DAMAGE_YES;
+ missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
+ missile.health = WEP_CVAR(devastator, health);
+ missile.event_damage = W_Devastator_Damage;
+ missile.damagedbycontents = TRUE;
+
+ missile.movetype = MOVETYPE_FLY;
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = WEP_DEVASTATOR;
+ setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+ setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+ W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
+ missile.angles = vectoangles(missile.velocity);
+
+ missile.touch = W_Devastator_Touch;
+ missile.think = W_Devastator_Think;
+ missile.nextthink = time;
+ missile.cnt = time + WEP_CVAR(devastator, lifetime);
+ missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+
+ // muzzle flash for 1st person view
+ flash = spawn();
+ setmodel(flash, "models/flash.md3"); // precision set below
+ SUB_SetFade(flash, time, 0.1);
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(flash, '5 0 0');
+
+ // common properties
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float W_Devastator(float req)
+{
+ entity rock;
+ float rockfound;
+ float ammo_amount;
+ switch(req)
+ {
+ #if 0
+ case WR_AIM:
+ {
+ // aim and decide to fire if appropriate
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+ {
+ // decide whether to detonate rockets
+ entity missile, targetlist, targ;
+ targetlist = findchainfloat(bot_attack, TRUE);
+ for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
+ {
+ self.BUTTON_ATCK2 = TRUE;
+ break;
+ }
+ targ = targ.chain;
+ }
+ }
+
+ if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
+ }
+
+ return TRUE;
+ }
+ #else
+ case WR_AIM:
+ {
+ // aim and decide to fire if appropriate
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+ {
+ // decide whether to detonate rockets
+ entity missile, targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
+ edgedamage = WEP_CVAR(devastator, edgedamage);
+ coredamage = WEP_CVAR(devastator, damage);
+ edgeradius = WEP_CVAR(devastator, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, TRUE);
+ missile = find(world, classname, "rocket");
+ while(missile)
+ {
+ if(missile.realowner != self)
+ {
+ missile = find(missile, classname, "rocket");
+ continue;
+ }
+ targ = targetlist;
+ while(targ)
+ {
+ d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(targ == self)
+ selfdamage = selfdamage + d;
+ else if(targ.team == self.team && teamplay)
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ missile = find(missile, classname, "rocket");
+ }
+ float desirabledamage;
+ desirabledamage = enemydamage;
+ if(time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if(teamplay && self.team)
+ desirabledamage = desirabledamage - teamdamage;
+
+ missile = find(world, classname, "rocket");
+ while(missile)
+ {
+ if(missile.realowner != self)
+ {
+ missile = find(missile, classname, "rocket");
+ continue;
+ }
+ makevectors(missile.v_angle);
+ targ = targetlist;
+ if(skill > 9) // normal players only do this for the target they are tracking
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(
+ (v_forward * normalize(missile.origin - targ.origin)< 0.1)
+ && desirabledamage > 0.1*coredamage
+ )self.BUTTON_ATCK2 = TRUE;
+ targ = targ.chain;
+ }
+ }else{
+ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ //As the distance gets larger, a correct detonation gets near imposible
+ //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
+ if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
+ if(IS_PLAYER(self.enemy))
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ self.BUTTON_ATCK2 = TRUE;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+
+ missile = find(missile, classname, "rocket");
+ }
+ // if we would be doing at X percent of the core damage, detonate it
+ // but don't fire a new shot at the same time!
+ if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ self.BUTTON_ATCK2 = TRUE;
+ if((skill > 6.5) && (selfdamage > self.health))
+ self.BUTTON_ATCK2 = FALSE;
+ //if(self.BUTTON_ATCK2 == TRUE)
+ // dprint(ftos(desirabledamage),"\n");
+ if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+ }
+
+ return TRUE;
+ }
+ #endif
+ case WR_THINK:
+ {
+ if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ else
+ {
+ if(self.BUTTON_ATCK)
+ {
+ if(self.rl_release || WEP_CVAR(devastator, guidestop))
+ if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
+ {
+ W_Devastator_Attack();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
+ self.rl_release = 0;
+ }
+ }
+ else
+ self.rl_release = 1;
+
+ if(self.BUTTON_ATCK2)
+ if(self.switchweapon == WEP_DEVASTATOR)
+ {
+ rockfound = 0;
+ for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
+ {
+ if(!rock.rl_detonate_later)
+ {
+ rock.rl_detonate_later = TRUE;
+ rockfound = 1;
+ }
+ }
+ if(rockfound)
+ sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ //if(autocvar_sv_precacheweapons)
+ //{
+ precache_model("models/flash.md3");
+ precache_model("models/weapons/g_rl.md3");
+ precache_model("models/weapons/v_rl.md3");
+ precache_model("models/weapons/h_rl.iqm");
+ precache_sound("weapons/rocket_det.wav");
+ precache_sound("weapons/rocket_fire.wav");
+ precache_sound("weapons/rocket_mode.wav");
+ //}
+ DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.rl_release = 1;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ #if 0
+ // don't switch while guiding a missile
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+ {
+ ammo_amount = FALSE;
+ if(WEP_CVAR(devastator, reload_ammo))
+ {
+ if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
+ ammo_amount = TRUE;
+ }
+ else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+ ammo_amount = TRUE;
+ return !ammo_amount;
+ }
+ #endif
+ #if 0
+ if(self.rl_release == 0)
+ {
+ printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
+ return TRUE;
+ }
+ else
+ {
+ ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ return ammo_amount;
+ }
+ #else
+ ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ return ammo_amount;
+ #endif
+ }
+ case WR_CHECKAMMO2:
+ {
+ return FALSE;
+ }
+ case WR_CONFIG:
+ {
+ DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.rl_release = 0;
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_DEVASTATOR_SUICIDE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_DEVASTATOR_MURDER_SPLASH;
+ else
+ return WEAPON_DEVASTATOR_MURDER_DIRECT;
+ }
+ }
+ return FALSE;
+}
+#endif
+#ifdef CSQC
+float W_Devastator(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/rocket_impact.wav");
+ return TRUE;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
+ }
+ return FALSE;
+}
+#endif
+#endif