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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ DEVASTATOR,
4 /* function */ W_Devastator,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 9,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* model    */ "rl",
10 /* netname  */ "devastator",
11 /* fullname */ _("Devastator")
12 );
13
14 #define DEVASTATOR_SETTINGS(weapon) \
15         WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
16         WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
17         WEP_ADD_CVAR(weapon, MO_NONE, damage) \
18         WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
19         WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
20         WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
21         WEP_ADD_CVAR(weapon, MO_NONE, force) \
22         WEP_ADD_CVAR(weapon, MO_NONE, guidedelay) \
23         WEP_ADD_CVAR(weapon, MO_NONE, guidegoal) \
24         WEP_ADD_CVAR(weapon, MO_NONE, guiderate) \
25         WEP_ADD_CVAR(weapon, MO_NONE, guideratedelay) \
26         WEP_ADD_CVAR(weapon, MO_NONE, guidestop) \
27         WEP_ADD_CVAR(weapon, MO_NONE, health) \
28         WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
29         WEP_ADD_CVAR(weapon, MO_NONE, radius) \
30         WEP_ADD_CVAR(weapon, MO_NONE, refire) \
31         WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
32         WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
33         WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
34         WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
35         WEP_ADD_CVAR(weapon, MO_NONE, speed) \
36         WEP_ADD_CVAR(weapon, MO_NONE, speedaccel) \
37         WEP_ADD_CVAR(weapon, MO_NONE, speedstart) \
38         WEP_ADD_CVAR(weapon, MO_NONE, foobarsdfsd) \
39         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
40         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
41         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
42         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
43
44 #ifdef SVQC
45 DEVASTATOR_SETTINGS(devastator)
46 .float rl_release;
47 .float rl_detonate_later;
48 #endif
49 #else
50 #ifdef SVQC
51 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
52 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
53
54 void W_Devastator_Unregister()
55 {
56         if(self.realowner && self.realowner.lastrocket == self)
57         {
58                 self.realowner.lastrocket = world;
59                 // self.realowner.rl_release = 1;
60         }
61 }
62
63 void W_Devastator_Explode()
64 {
65         W_Devastator_Unregister();
66
67         if(other.takedamage == DAMAGE_AIM)
68                 if(IS_PLAYER(other))
69                         if(IsDifferentTeam(self.realowner, other))
70                                 if(other.deadflag == DEAD_NO)
71                                         if(IsFlying(other))
72                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
73
74         self.event_damage = func_null;
75         self.takedamage = DAMAGE_NO;
76
77         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);
78
79         if (self.realowner.weapon == WEP_DEVASTATOR)
80         {
81                 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
82                 {
83                         self.realowner.cnt = WEP_DEVASTATOR;
84                         ATTACK_FINISHED(self.realowner) = time;
85                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
86                 }
87         }
88         remove (self);
89 }
90
91 void W_Devastator_DoRemoteExplode()
92 {
93         W_Devastator_Unregister();
94
95         self.event_damage = func_null;
96         self.takedamage = DAMAGE_NO;
97
98         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);
99
100         if (self.realowner.weapon == WEP_DEVASTATOR)
101         {
102                 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
103                 {
104                         self.realowner.cnt = WEP_DEVASTATOR;
105                         ATTACK_FINISHED(self.realowner) = time;
106                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
107                 }
108         }
109         remove (self);
110 }
111
112 void W_Devastator_RemoteExplode()
113 {
114         if(self.realowner.deadflag == DEAD_NO)
115         if(self.realowner.lastrocket)
116         {
117                 if((self.spawnshieldtime >= 0)
118                         ? (time >= self.spawnshieldtime) // timer
119                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
120                 )
121                 {
122                         W_Devastator_DoRemoteExplode();
123                 }
124         }
125 }
126
127 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
128 {
129         if(thisdir * goaldir > maxturn_cos)
130                 return goaldir;
131         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
132                 return thisdir; // refuse to guide (better than letting a numerical error happen)
133         float f, m2;
134         vector v;
135         // solve:
136         //   g = normalize(thisdir + goaldir * X)
137         //   thisdir * g = maxturn
138         //
139         //   gg = thisdir + goaldir * X
140         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
141         //
142         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
143         f = thisdir * goaldir;
144         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
145         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
146         m2 = maxturn_cos * maxturn_cos;
147         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
148         return normalize(thisdir + goaldir * v_y); // the larger solution!
149 }
150 // assume thisdir == -goaldir:
151 //   f == -1
152 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
153 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
154 //   x^2 - 2 * x + 1 = 0
155 //   (x - 1)^2 = 0
156 //   x = 1
157 //   normalize(thisdir + goaldir)
158 //   normalize(0)
159
160 void W_Devastator_Think (void)
161 {
162         vector desireddir, olddir, newdir, desiredorigin, goal;
163 #if 0
164         float cosminang, cosmaxang, cosang;
165 #endif
166         float velspeed, f;
167         self.nextthink = time;
168         if (time > self.cnt)
169         {
170                 other = world;
171                 self.projectiledeathtype |= HITTYPE_BOUNCE;
172                 W_Devastator_Explode ();
173                 return;
174         }
175
176         // accelerate
177         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
178         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
179         if (velspeed > 0)
180                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
181
182         // laser guided, or remote detonation
183         if (self.realowner.weapon == WEP_DEVASTATOR)
184         {
185                 if(self == self.realowner.lastrocket)
186                 if not(self.realowner.rl_release)
187                 if not(self.BUTTON_ATCK2)
188                 if(WEP_CVAR(devastator, guiderate))
189                 if(time > self.pushltime)
190                 if(self.realowner.deadflag == DEAD_NO)
191                 {
192                         f = WEP_CVAR(devastator, guideratedelay);
193                         if(f)
194                                 f = bound(0, (time - self.pushltime) / f, 1);
195                         else
196                                 f = 1;
197
198                         velspeed = vlen(self.velocity);
199
200                         makevectors(self.realowner.v_angle);
201                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
202                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
203                         olddir = normalize(self.velocity);
204
205                         // now it gets tricky... we want to move like some curve to approximate the target direction
206                         // but we are limiting the rate at which we can turn!
207                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
208                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
209
210                         self.velocity = newdir * velspeed;
211                         self.angles = vectoangles(self.velocity);
212
213                         if(!self.count)
214                         {
215                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
216                                 // TODO add a better sound here
217                                 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
218                                 self.count = 1;
219                         }
220                 }
221
222                 if(self.rl_detonate_later)
223                         W_Devastator_RemoteExplode();
224         }
225
226         if(self.csqcprojectile_clientanimate == 0)
227                 UpdateCSQCProjectile(self);
228 }
229
230 void W_Devastator_Touch (void)
231 {
232         if(WarpZone_Projectile_Touch())
233         {
234                 if(wasfreed(self))
235                         W_Devastator_Unregister();
236                 return;
237         }
238         W_Devastator_Unregister();
239         W_Devastator_Explode ();
240 }
241
242 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
243 {
244         if (self.health <= 0)
245                 return;
246         
247         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
248                 return; // g_projectiles_damage says to halt
249                 
250         self.health = self.health - damage;
251         self.angles = vectoangles(self.velocity);
252         
253         if (self.health <= 0)
254                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
255 }
256
257 void W_Devastator_Attack (void)
258 {
259         entity missile;
260         entity flash;
261
262         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
263
264         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
265         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
266
267         missile = WarpZone_RefSys_SpawnSameRefSys(self);
268         missile.owner = missile.realowner = self;
269         self.lastrocket = missile;
270         if(WEP_CVAR(devastator, detonatedelay) >= 0)
271                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
272         else
273                 missile.spawnshieldtime = -1;
274         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
275         missile.classname = "rocket";
276         missile.bot_dodge = TRUE;
277         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
278
279         missile.takedamage = DAMAGE_YES;
280         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
281         missile.health = WEP_CVAR(devastator, health);
282         missile.event_damage = W_Devastator_Damage;
283         missile.damagedbycontents = TRUE;
284
285         missile.movetype = MOVETYPE_FLY;
286         PROJECTILE_MAKETRIGGER(missile);
287         missile.projectiledeathtype = WEP_DEVASTATOR;
288         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
289
290         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
291         W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
292         missile.angles = vectoangles (missile.velocity);
293
294         missile.touch = W_Devastator_Touch;
295         missile.think = W_Devastator_Think;
296         missile.nextthink = time;
297         missile.cnt = time + WEP_CVAR(devastator, lifetime);
298         missile.flags = FL_PROJECTILE;
299         missile.missile_flags = MIF_SPLASH; 
300
301         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
302
303         // muzzle flash for 1st person view
304         flash = spawn ();
305         setmodel (flash, "models/flash.md3"); // precision set below
306         SUB_SetFade (flash, time, 0.1);
307         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
308         W_AttachToShotorg(flash, '5 0 0');
309
310         // common properties
311         other = missile; MUTATOR_CALLHOOK(EditProjectile);
312 }
313
314 float W_Devastator(float req)
315 {
316         entity rock;
317         float rockfound;
318         float ammo_amount;
319         switch(req)
320         {
321                 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
322                 {
323                         // aim and decide to fire if appropriate
324                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
325                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
326                         {
327                                 // decide whether to detonate rockets
328                                 entity missile, targetlist, targ;
329                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
330                                 float selfdamage, teamdamage, enemydamage;
331                                 edgedamage = WEP_CVAR(devastator, edgedamage);
332                                 coredamage = WEP_CVAR(devastator, damage);
333                                 edgeradius = WEP_CVAR(devastator, radius);
334                                 recipricoledgeradius = 1 / edgeradius;
335                                 selfdamage = 0;
336                                 teamdamage = 0;
337                                 enemydamage = 0;
338                                 targetlist = findchainfloat(bot_attack, TRUE);
339                                 missile = find(world, classname, "rocket");
340                                 while (missile)
341                                 {
342                                         if (missile.realowner != self)
343                                         {
344                                                 missile = find(missile, classname, "rocket");
345                                                 continue;
346                                         }
347                                         targ = targetlist;
348                                         while (targ)
349                                         {
350                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
351                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
352                                                 // count potential damage according to type of target
353                                                 if (targ == self)
354                                                         selfdamage = selfdamage + d;
355                                                 else if (targ.team == self.team && teamplay)
356                                                         teamdamage = teamdamage + d;
357                                                 else if (bot_shouldattack(targ))
358                                                         enemydamage = enemydamage + d;
359                                                 targ = targ.chain;
360                                         }
361                                         missile = find(missile, classname, "rocket");
362                                 }
363                                 float desirabledamage;
364                                 desirabledamage = enemydamage;
365                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
366                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
367                                 if (teamplay && self.team)
368                                         desirabledamage = desirabledamage - teamdamage;
369
370                                 missile = find(world, classname, "rocket");
371                                 while (missile)
372                                 {
373                                         if (missile.realowner != self)
374                                         {
375                                                 missile = find(missile, classname, "rocket");
376                                                 continue;
377                                         }
378                                         makevectors(missile.v_angle);
379                                         targ = targetlist;
380                                         if (skill > 9) // normal players only do this for the target they are tracking
381                                         {
382                                                 targ = targetlist;
383                                                 while (targ)
384                                                 {
385                                                         if (
386                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
387                                                                 && desirabledamage > 0.1*coredamage
388                                                         )self.BUTTON_ATCK2 = TRUE;
389                                                         targ = targ.chain;
390                                                 }
391                                         }else{
392                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
393                                                 //As the distance gets larger, a correct detonation gets near imposible
394                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
395                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
396                                                         if(IS_PLAYER(self.enemy))
397                                                                 if(desirabledamage >= 0.1*coredamage)
398                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
399                                                                                 self.BUTTON_ATCK2 = TRUE;
400                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
401                                         }
402
403                                         missile = find(missile, classname, "rocket");
404                                 }
405                                 // if we would be doing at X percent of the core damage, detonate it
406                                 // but don't fire a new shot at the same time!
407                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
408                                         self.BUTTON_ATCK2 = TRUE;
409                                 if ((skill > 6.5) && (selfdamage > self.health))
410                                         self.BUTTON_ATCK2 = FALSE;
411                                 //if(self.BUTTON_ATCK2 == TRUE)
412                                 //      dprint(ftos(desirabledamage),"\n");
413                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
414                         }
415                         
416                         return TRUE;
417                 }
418                 case WR_THINK:
419                 {
420                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
421                                 WEP_ACTION(self.weapon, WR_RELOAD);
422                         else
423                         {
424                                 if (self.BUTTON_ATCK)
425                                 {
426                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
427                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
428                                         {
429                                                 W_Devastator_Attack();
430                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
431                                                 self.rl_release = 0;
432                                         }
433                                 }
434                                 else
435                                         self.rl_release = 1;
436
437                                 if (self.BUTTON_ATCK2)
438                                 {
439                                         rockfound = 0;
440                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
441                                         {
442                                                 if(!rock.rl_detonate_later)
443                                                 {
444                                                         rock.rl_detonate_later = TRUE;
445                                                         rockfound = 1;
446                                                 }
447                                         }
448                                         if(rockfound)
449                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
450                                 }
451                         }
452                         
453                         return TRUE;
454                 }
455                 case WR_INIT:
456                 {
457                         if(autocvar_sv_precacheweapons)
458                         {
459                                 precache_model("models/flash.md3");
460                                 precache_model("models/weapons/g_rl.md3");
461                                 precache_model("models/weapons/v_rl.md3");
462                                 precache_model("models/weapons/h_rl.iqm");
463                                 precache_sound("weapons/rocket_det.wav");
464                                 precache_sound("weapons/rocket_fire.wav");
465                                 precache_sound("weapons/rocket_mode.wav");
466                         }
467
468                         #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
469                         #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_DEVASTATOR,weapon,prop,name)
470                         ARC_SETTINGS(devastator)
471                         #undef WEP_ADD_CVAR
472                         #undef WEP_ADD_PROP
473                         return TRUE;
474                 }
475                 case WR_SETUP:
476                 {
477                         weapon_setup(WEP_DEVASTATOR);
478                         self.current_ammo = ammo_rockets;
479                         self.rl_release = 1;
480                         return TRUE;
481                 }
482                 case WR_CHECKAMMO1:
483                 {
484                         // don't switch while guiding a missile
485                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
486                         {
487                                 ammo_amount = FALSE;
488                                 if(WEP_CVAR(devastator, reload_ammo))
489                                 {
490                                         if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
491                                                 ammo_amount = TRUE;
492                                 }
493                                 else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
494                                         ammo_amount = TRUE;
495                                 return !ammo_amount;
496                         }
497                         
498                         return TRUE;
499                 }
500                 case WR_CHECKAMMO2:
501                 {
502                         return FALSE;
503                 }
504                 case WR_CONFIG:
505                 {
506                         WEP_CONFIG_SETTINGS(DEVASTATOR_SETTINGS(devastator))
507                         return TRUE;
508                 }
509                 case WR_RESETPLAYER:
510                 {
511                         self.rl_release = 0;
512                         return TRUE;
513                 }
514                 case WR_RELOAD:
515                 {
516                         W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
517                         return TRUE;
518                 }
519                 case WR_SUICIDEMESSAGE:
520                 {
521                         return WEAPON_ROCKETLAUNCHER_SUICIDE;
522                 }
523                 case WR_KILLMESSAGE:
524                 {
525                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
526                                 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
527                         else
528                                 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
529                 }
530         }
531         return TRUE;
532 }
533 #endif
534 #ifdef CSQC
535 float W_Devastator(float req)
536 {
537         switch(req)
538         {
539                 case WR_IMPACTEFFECT:
540                 {
541                         vector org2;
542                         org2 = w_org + w_backoff * 12;
543                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
544                         if(!w_issilent)
545                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
546                                 
547                         return TRUE;
548                 }
549                 case WR_INIT:
550                 {
551                         precache_sound("weapons/rocket_impact.wav");
552                         return TRUE;
553                 }
554         }
555         return TRUE;
556 }
557 #endif
558 #endif