#else
METHOD(Devastator, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
// aim and decide to fire if appropriate
PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
}
METHOD(Devastator, wr_setup, void(entity thiswep))
{
+ SELFPARAM();
self.rl_release = 1;
}
METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
#if 0
// don't switch while guiding a missile
if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_DEVASTATOR)
}
METHOD(Devastator, wr_resetplayer, void(entity thiswep))
{
+ SELFPARAM();
self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
self.rl_release = 0;
}
METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ SELFPARAM();
W_Reload(self, WEP_CVAR(devastator, ammo), SND_RELOAD);
}
METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
METHOD(Devastator, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);