]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
index 7298ded1517540d2f208982095053dad548fa200..e49eb60ac9a725b9e894d6c466d7db9a19215033 100644 (file)
@@ -1,15 +1,18 @@
 #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',
-/* model    */ "rl",
-/* netname  */ "devastator",
-/* fullname */ _("Devastator")
+/* 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)
@@ -33,6 +36,11 @@ REGISTER_WEAPON(
        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) \
@@ -43,7 +51,8 @@ REGISTER_WEAPON(
        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,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
@@ -52,10 +61,10 @@ DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
-void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
 
-void W_Devastator_Unregister()
+void W_Devastator_Unregister(void)
 {
        if(self.realowner && self.realowner.lastrocket == self)
        {
@@ -64,7 +73,7 @@ void W_Devastator_Unregister()
        }
 }
 
-void W_Devastator_Explode()
+void W_Devastator_Explode(void)
 {
        W_Devastator_Unregister();
 
@@ -78,9 +87,20 @@ void W_Devastator_Explode()
        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)
+       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))
                {
@@ -89,19 +109,76 @@ void W_Devastator_Explode()
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_DoRemoteExplode()
+void W_Devastator_DoRemoteExplode(void)
 {
        W_Devastator_Unregister();
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       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;
+       }
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       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))
                {
@@ -110,10 +187,10 @@ void W_Devastator_DoRemoteExplode()
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_RemoteExplode()
+void W_Devastator_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
        if(self.realowner.lastrocket)
@@ -149,7 +226,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
        //   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!
+       return normalize(thisdir + goaldir * v.y); // the larger solution!
 }
 // assume thisdir == -goaldir:
 //   f == -1
@@ -161,30 +238,27 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
 //   normalize(thisdir + goaldir)
 //   normalize(0)
 
-void W_Devastator_Think (void)
+void W_Devastator_Think(void)
 {
        vector desireddir, olddir, newdir, desiredorigin, goal;
-#if 0
-       float cosminang, cosmaxang, cosang;
-#endif
        float velspeed, f;
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Devastator_Explode ();
+               W_Devastator_Explode();
                return;
        }
 
        // accelerate
-       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+       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)
+       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.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self == self.realowner.lastrocket)
                if(!self.realowner.rl_release)
@@ -218,7 +292,7 @@ void W_Devastator_Think (void)
                        {
                                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);
+                               sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
                                self.count = 1;
                        }
                }
@@ -231,7 +305,7 @@ void W_Devastator_Think (void)
                UpdateCSQCProjectile(self);
 }
 
-void W_Devastator_Touch (void)
+void W_Devastator_Touch(void)
 {
        if(WarpZone_Projectile_Touch())
        {
@@ -240,32 +314,32 @@ void W_Devastator_Touch (void)
                return;
        }
        W_Devastator_Unregister();
-       W_Devastator_Explode ();
+       W_Devastator_Explode();
 }
 
-void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
        
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       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)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
 }
 
-void W_Devastator_Attack (void)
+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));
+       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);
@@ -277,23 +351,23 @@ void W_Devastator_Attack (void)
                missile.spawnshieldtime = -1;
        missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
        missile.classname = "rocket";
-       missile.bot_dodge = TRUE;
+       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.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
+       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
+       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.angles = vectoangles(missile.velocity);
 
        missile.touch = W_Devastator_Touch;
        missile.think = W_Devastator_Think;
@@ -302,12 +376,12 @@ void W_Devastator_Attack (void)
        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
+       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 = 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');
 
@@ -322,15 +396,16 @@ float W_Devastator(float req)
        float ammo_amount;
        switch(req)
        {
-               case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
+               #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);
+                       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);
+                               targetlist = findchainfloat(bot_attack, true);
                                for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
                                {
                                        targ = targetlist;
@@ -338,18 +413,117 @@ float W_Devastator(float req)
                                        {
                                                if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
                                                {
-                                                       self.BUTTON_ATCK2 = TRUE;
+                                                       self.BUTTON_ATCK2 = true;
                                                        break;
                                                }
                                                targ = targ.chain;
                                        }
                                }
                                
-                               if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
+                               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;
+                       return true;
                }
+               #endif
                case WR_THINK:
                {
                        if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
@@ -370,27 +544,28 @@ float W_Devastator(float req)
                                        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;
+                                                       rock.rl_detonate_later = true;
                                                        rockfound = 1;
                                                }
                                        }
                                        if(rockfound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
                        }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
-                       if(autocvar_sv_precacheweapons)
-                       {
+                       //if(autocvar_sv_precacheweapons)
+                       //{
                                precache_model("models/flash.md3");
                                precache_model("models/weapons/g_rl.md3");
                                precache_model("models/weapons/v_rl.md3");
@@ -398,65 +573,83 @@ float W_Devastator(float req)
                                precache_sound("weapons/rocket_det.wav");
                                precache_sound("weapons/rocket_fire.wav");
                                precache_sound("weapons/rocket_mode.wav");
-                       }
-                       DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
+                       //}
+                       DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+                       return true;
                }
                case WR_SETUP:
                {
                        self.rl_release = 1;
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
+                       #if 0
                        // don't switch while guiding a missile
-                       if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
                        {
-                               ammo_amount = FALSE;
+                               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;
+                                               ammo_amount = true;
                                }
                                else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
-                                       ammo_amount = TRUE;
+                                       ammo_amount = true;
                                return !ammo_amount;
                        }
-                       
-                       return TRUE;
+                       #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;
+                       return false;
                }
                case WR_CONFIG:
                {
                        DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.rl_release = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
-                       return WEAPON_ROCKETLAUNCHER_SUICIDE;
+                       return WEAPON_DEVASTATOR_SUICIDE;
                }
                case WR_KILLMESSAGE:
                {
                        if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
-                               return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
+                               return WEAPON_DEVASTATOR_MURDER_SPLASH;
                        else
-                               return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
+                               return WEAPON_DEVASTATOR_MURDER_DIRECT;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -472,20 +665,20 @@ float W_Devastator(float req)
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
                                
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/rocket_impact.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif