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