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Weapons: remove useless weapon return values and implementations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Devastator, Weapon)
3 /* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(Devastator, impulse, int, 9)
5 /* flags     */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
14 /* wepimg    */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
15 /* refname   */ ATTRIB(Devastator, netname, string, "devastator");
16 /* wepname   */ ATTRIB(Devastator, message, string, _("Devastator"));
17 ENDCLASS(Devastator)
18 REGISTER_WEAPON(DEVASTATOR, NEW(Devastator));
19
20 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
21 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, NONE, ammo) \
23         w_cvar(id, sn, NONE, animtime) \
24         w_cvar(id, sn, NONE, damage) \
25         w_cvar(id, sn, NONE, damageforcescale) \
26         w_cvar(id, sn, NONE, detonatedelay) \
27         w_cvar(id, sn, NONE, edgedamage) \
28         w_cvar(id, sn, NONE, force) \
29         w_cvar(id, sn, NONE, guidedelay) \
30         w_cvar(id, sn, NONE, guidegoal) \
31         w_cvar(id, sn, NONE, guiderate) \
32         w_cvar(id, sn, NONE, guideratedelay) \
33         w_cvar(id, sn, NONE, guidestop) \
34         w_cvar(id, sn, NONE, health) \
35         w_cvar(id, sn, NONE, lifetime) \
36         w_cvar(id, sn, NONE, radius) \
37         w_cvar(id, sn, NONE, refire) \
38         w_cvar(id, sn, NONE, remote_damage) \
39         w_cvar(id, sn, NONE, remote_edgedamage) \
40         w_cvar(id, sn, NONE, remote_force) \
41         w_cvar(id, sn, NONE, remote_jump_damage) \
42         w_cvar(id, sn, NONE, remote_jump_radius) \
43         w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
44         w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
45         w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
46         w_cvar(id, sn, NONE, remote_radius) \
47         w_cvar(id, sn, NONE, speed) \
48         w_cvar(id, sn, NONE, speedaccel) \
49         w_cvar(id, sn, NONE, speedstart) \
50         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
51         w_prop(id, sn, float,  reloading_time, reload_time) \
52         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
53         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
54         w_prop(id, sn, string, weaponreplace, weaponreplace) \
55         w_prop(id, sn, float,  weaponstart, weaponstart) \
56         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
57         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
58
59 #ifdef SVQC
60 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
61 .float rl_release;
62 .float rl_detonate_later;
63 #endif
64 #endif
65 #ifdef IMPLEMENTATION
66 #ifdef SVQC
67 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
68 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
69
70 void W_Devastator_Unregister(void)
71 {SELFPARAM();
72         if(self.realowner && self.realowner.lastrocket == self)
73         {
74                 self.realowner.lastrocket = world;
75                 // self.realowner.rl_release = 1;
76         }
77 }
78
79 void W_Devastator_Explode(void)
80 {SELFPARAM();
81         W_Devastator_Unregister();
82
83         if(other.takedamage == DAMAGE_AIM)
84                 if(IS_PLAYER(other))
85                         if(DIFF_TEAM(self.realowner, other))
86                                 if(other.deadflag == DEAD_NO)
87                                         if(IsFlying(other))
88                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
89
90         self.event_damage = func_null;
91         self.takedamage = DAMAGE_NO;
92
93         RadiusDamage(
94                 self,
95                 self.realowner,
96                 WEP_CVAR(devastator, damage),
97                 WEP_CVAR(devastator, edgedamage),
98                 WEP_CVAR(devastator, radius),
99                 world,
100                 world,
101                 WEP_CVAR(devastator, force),
102                 self.projectiledeathtype,
103                 other
104         );
105
106         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
107         {
108                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
109                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
110                 {
111                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
112                         ATTACK_FINISHED(self.realowner) = time;
113                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
114                 }
115         }
116         remove(self);
117 }
118
119 void W_Devastator_DoRemoteExplode(void)
120 {SELFPARAM();
121         W_Devastator_Unregister();
122
123         self.event_damage = func_null;
124         self.takedamage = DAMAGE_NO;
125
126         float handled_as_rocketjump = false;
127
128         entity head = WarpZone_FindRadius(
129                 self.origin,
130                 WEP_CVAR(devastator, remote_jump_radius),
131                 false
132         );
133
134         while(head)
135         {
136                 if(head.takedamage && (head == self.realowner))
137                 {
138                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
139                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
140                         {
141                                 // we handled this as a rocketjump :)
142                                 handled_as_rocketjump = true;
143
144                                 // modify velocity
145                                 head.velocity_x *= 0.9;
146                                 head.velocity_y *= 0.9;
147                                 head.velocity_z = bound(
148                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
149                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
150                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
151                                 );
152
153                                 // now do the damage
154                                 RadiusDamage(
155                                         self,
156                                         head,
157                                         WEP_CVAR(devastator, remote_jump_damage),
158                                         WEP_CVAR(devastator, remote_jump_damage),
159                                         WEP_CVAR(devastator, remote_jump_radius),
160                                         world,
161                                         head,
162                                         0,
163                                         self.projectiledeathtype | HITTYPE_BOUNCE,
164                                         world
165                                 );
166                                 break;
167                         }
168                 }
169                 head = head.chain;
170         }
171
172         RadiusDamage(
173                 self,
174                 self.realowner,
175                 WEP_CVAR(devastator, remote_damage),
176                 WEP_CVAR(devastator, remote_edgedamage),
177                 WEP_CVAR(devastator, remote_radius),
178                 (handled_as_rocketjump ? head : world),
179                 world,
180                 WEP_CVAR(devastator, remote_force),
181                 self.projectiledeathtype | HITTYPE_BOUNCE,
182                 world
183         );
184
185         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
186         {
187                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
188                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
189                 {
190                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
191                         ATTACK_FINISHED(self.realowner) = time;
192                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
193                 }
194         }
195         remove(self);
196 }
197
198 void W_Devastator_RemoteExplode(void)
199 {SELFPARAM();
200         if(self.realowner.deadflag == DEAD_NO)
201         if(self.realowner.lastrocket)
202         {
203                 if((self.spawnshieldtime >= 0)
204                         ? (time >= self.spawnshieldtime) // timer
205                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
206                 )
207                 {
208                         W_Devastator_DoRemoteExplode();
209                 }
210         }
211 }
212
213 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
214 {
215         if(thisdir * goaldir > maxturn_cos)
216                 return goaldir;
217         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
218                 return thisdir; // refuse to guide (better than letting a numerical error happen)
219         float f, m2;
220         vector v;
221         // solve:
222         //   g = normalize(thisdir + goaldir * X)
223         //   thisdir * g = maxturn
224         //
225         //   gg = thisdir + goaldir * X
226         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
227         //
228         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
229         f = thisdir * goaldir;
230         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
231         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
232         m2 = maxturn_cos * maxturn_cos;
233         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
234         return normalize(thisdir + goaldir * v.y); // the larger solution!
235 }
236 // assume thisdir == -goaldir:
237 //   f == -1
238 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
239 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
240 //   x^2 - 2 * x + 1 = 0
241 //   (x - 1)^2 = 0
242 //   x = 1
243 //   normalize(thisdir + goaldir)
244 //   normalize(0)
245
246 void W_Devastator_Think(void)
247 {SELFPARAM();
248         vector desireddir, olddir, newdir, desiredorigin, goal;
249         float velspeed, f;
250         self.nextthink = time;
251         if(time > self.cnt)
252         {
253                 other = world;
254                 self.projectiledeathtype |= HITTYPE_BOUNCE;
255                 W_Devastator_Explode();
256                 return;
257         }
258
259         // accelerate
260         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
261         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
262         if(velspeed > 0)
263                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
264
265         // laser guided, or remote detonation
266         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
267         {
268                 if(self == self.realowner.lastrocket)
269                 if(!self.realowner.rl_release)
270                 if(!self.BUTTON_ATCK2)
271                 if(WEP_CVAR(devastator, guiderate))
272                 if(time > self.pushltime)
273                 if(self.realowner.deadflag == DEAD_NO)
274                 {
275                         f = WEP_CVAR(devastator, guideratedelay);
276                         if(f)
277                                 f = bound(0, (time - self.pushltime) / f, 1);
278                         else
279                                 f = 1;
280
281                         velspeed = vlen(self.velocity);
282
283                         makevectors(self.realowner.v_angle);
284                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
285                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
286                         olddir = normalize(self.velocity);
287
288                         // now it gets tricky... we want to move like some curve to approximate the target direction
289                         // but we are limiting the rate at which we can turn!
290                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
291                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
292
293                         self.velocity = newdir * velspeed;
294                         self.angles = vectoangles(self.velocity);
295
296                         if(!self.count)
297                         {
298                                 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
299                                 // TODO add a better sound here
300                                 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
301                                 self.count = 1;
302                         }
303                 }
304
305                 if(self.rl_detonate_later)
306                         W_Devastator_RemoteExplode();
307         }
308
309         if(self.csqcprojectile_clientanimate == 0)
310                 UpdateCSQCProjectile(self);
311 }
312
313 void W_Devastator_Touch(void)
314 {SELFPARAM();
315         if(WarpZone_Projectile_Touch())
316         {
317                 if(wasfreed(self))
318                         W_Devastator_Unregister();
319                 return;
320         }
321         W_Devastator_Unregister();
322         W_Devastator_Explode();
323 }
324
325 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
326 {SELFPARAM();
327         if(self.health <= 0)
328                 return;
329
330         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
331                 return; // g_projectiles_damage says to halt
332
333         self.health = self.health - damage;
334         self.angles = vectoangles(self.velocity);
335
336         if(self.health <= 0)
337                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
338 }
339
340 void W_Devastator_Attack(Weapon thiswep)
341 {SELFPARAM();
342         entity missile;
343         entity flash;
344
345         W_DecreaseAmmo(thiswep, WEP_CVAR(devastator, ammo));
346
347         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
348         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
349
350         missile = WarpZone_RefSys_SpawnSameRefSys(self);
351         missile.owner = missile.realowner = self;
352         self.lastrocket = missile;
353         if(WEP_CVAR(devastator, detonatedelay) >= 0)
354                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
355         else
356                 missile.spawnshieldtime = -1;
357         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
358         missile.classname = "rocket";
359         missile.bot_dodge = true;
360         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
361
362         missile.takedamage = DAMAGE_YES;
363         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
364         missile.health = WEP_CVAR(devastator, health);
365         missile.event_damage = W_Devastator_Damage;
366         missile.damagedbycontents = true;
367
368         missile.movetype = MOVETYPE_FLY;
369         PROJECTILE_MAKETRIGGER(missile);
370         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
371         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
372
373         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
374         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
375         missile.angles = vectoangles(missile.velocity);
376
377         missile.touch = W_Devastator_Touch;
378         missile.think = W_Devastator_Think;
379         missile.nextthink = time;
380         missile.cnt = time + WEP_CVAR(devastator, lifetime);
381         missile.flags = FL_PROJECTILE;
382         missile.missile_flags = MIF_SPLASH;
383
384         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
385
386         // muzzle flash for 1st person view
387         flash = spawn();
388         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
389         SUB_SetFade(flash, time, 0.1);
390         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
391         W_AttachToShotorg(flash, '5 0 0');
392
393         // common properties
394         MUTATOR_CALLHOOK(EditProjectile, self, missile);
395 }
396
397                 #if 0
398                 METHOD(Devastator, wr_aim, void(entity thiswep))
399                 {
400                         // aim and decide to fire if appropriate
401                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
402                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
403                         {
404                                 // decide whether to detonate rockets
405                                 entity missile, targetlist, targ;
406                                 targetlist = findchainfloat(bot_attack, true);
407                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
408                                 {
409                                         targ = targetlist;
410                                         while(targ)
411                                         {
412                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
413                                                 {
414                                                         self.BUTTON_ATCK2 = true;
415                                                         break;
416                                                 }
417                                                 targ = targ.chain;
418                                         }
419                                 }
420
421                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
422                         }
423                 }
424                 #else
425                 METHOD(Devastator, wr_aim, void(entity thiswep))
426                 {
427                         // aim and decide to fire if appropriate
428                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
429                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
430                         {
431                                 // decide whether to detonate rockets
432                                 entity missile, targetlist, targ;
433                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
434                                 float selfdamage, teamdamage, enemydamage;
435                                 edgedamage = WEP_CVAR(devastator, edgedamage);
436                                 coredamage = WEP_CVAR(devastator, damage);
437                                 edgeradius = WEP_CVAR(devastator, radius);
438                                 recipricoledgeradius = 1 / edgeradius;
439                                 selfdamage = 0;
440                                 teamdamage = 0;
441                                 enemydamage = 0;
442                                 targetlist = findchainfloat(bot_attack, true);
443                                 missile = find(world, classname, "rocket");
444                                 while(missile)
445                                 {
446                                         if(missile.realowner != self)
447                                         {
448                                                 missile = find(missile, classname, "rocket");
449                                                 continue;
450                                         }
451                                         targ = targetlist;
452                                         while(targ)
453                                         {
454                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
455                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
456                                                 // count potential damage according to type of target
457                                                 if(targ == self)
458                                                         selfdamage = selfdamage + d;
459                                                 else if(targ.team == self.team && teamplay)
460                                                         teamdamage = teamdamage + d;
461                                                 else if(bot_shouldattack(targ))
462                                                         enemydamage = enemydamage + d;
463                                                 targ = targ.chain;
464                                         }
465                                         missile = find(missile, classname, "rocket");
466                                 }
467                                 float desirabledamage;
468                                 desirabledamage = enemydamage;
469                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
470                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
471                                 if(teamplay && self.team)
472                                         desirabledamage = desirabledamage - teamdamage;
473
474                                 missile = find(world, classname, "rocket");
475                                 while(missile)
476                                 {
477                                         if(missile.realowner != self)
478                                         {
479                                                 missile = find(missile, classname, "rocket");
480                                                 continue;
481                                         }
482                                         makevectors(missile.v_angle);
483                                         targ = targetlist;
484                                         if(skill > 9) // normal players only do this for the target they are tracking
485                                         {
486                                                 targ = targetlist;
487                                                 while(targ)
488                                                 {
489                                                         if(
490                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
491                                                                 && desirabledamage > 0.1*coredamage
492                                                         )self.BUTTON_ATCK2 = true;
493                                                         targ = targ.chain;
494                                                 }
495                                         }else{
496                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
497                                                 //As the distance gets larger, a correct detonation gets near imposible
498                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
499                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
500                                                         if(IS_PLAYER(self.enemy))
501                                                                 if(desirabledamage >= 0.1*coredamage)
502                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
503                                                                                 self.BUTTON_ATCK2 = true;
504                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
505                                         }
506
507                                         missile = find(missile, classname, "rocket");
508                                 }
509                                 // if we would be doing at X percent of the core damage, detonate it
510                                 // but don't fire a new shot at the same time!
511                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
512                                         self.BUTTON_ATCK2 = true;
513                                 if((skill > 6.5) && (selfdamage > self.health))
514                                         self.BUTTON_ATCK2 = false;
515                                 //if(self.BUTTON_ATCK2 == true)
516                                 //      dprint(ftos(desirabledamage),"\n");
517                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
518                         }
519                 }
520                 #endif
521                 METHOD(Devastator, wr_think, void(entity thiswep, bool fire1, bool fire2))
522                 {
523                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
524                                 Weapon w = get_weaponinfo(self.weapon);
525                                 w.wr_reload(w);
526                         } else
527                         {
528                                 if(fire1)
529                                 {
530                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
531                                         if(weapon_prepareattack(false, WEP_CVAR(devastator, refire)))
532                                         {
533                                                 W_Devastator_Attack(thiswep);
534                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
535                                                 self.rl_release = 0;
536                                         }
537                                 }
538                                 else
539                                         self.rl_release = 1;
540
541                                 if(fire2)
542                                 if(self.switchweapon == WEP_DEVASTATOR.m_id)
543                                 {
544                                         entity rock;
545                                         bool rockfound = false;
546                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
547                                         {
548                                                 if(!rock.rl_detonate_later)
549                                                 {
550                                                         rock.rl_detonate_later = true;
551                                                         rockfound = true;
552                                                 }
553                                         }
554                                         if(rockfound)
555                                                 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
556                                 }
557                         }
558                 }
559                 METHOD(Devastator, wr_init, void(entity thiswep))
560                 {
561                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
562                 }
563                 METHOD(Devastator, wr_setup, void(entity thiswep))
564                 {
565                         self.rl_release = 1;
566                 }
567                 METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
568                 {
569                         #if 0
570                         // don't switch while guiding a missile
571                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
572                         {
573                                 ammo_amount = false;
574                                 if(WEP_CVAR(devastator, reload_ammo))
575                                 {
576                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
577                                                 ammo_amount = true;
578                                 }
579                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
580                                         ammo_amount = true;
581                                 return !ammo_amount;
582                         }
583                         #endif
584                         #if 0
585                         if(self.rl_release == 0)
586                         {
587                                 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
588                                 return true;
589                         }
590                         else
591                         {
592                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
593                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
594                                 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
595                                 return ammo_amount;
596                         }
597                         #else
598                         float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
599                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
600                         return ammo_amount;
601                         #endif
602                 }
603                 METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
604                 {
605                         return false;
606                 }
607                 METHOD(Devastator, wr_config, void(entity thiswep))
608                 {
609                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
610                 }
611                 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
612                 {
613                         self.rl_release = 0;
614                 }
615                 METHOD(Devastator, wr_reload, void(entity thiswep))
616                 {
617                         W_Reload(WEP_CVAR(devastator, ammo), SND(RELOAD));
618                 }
619                 METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
620                 {
621                         return WEAPON_DEVASTATOR_SUICIDE;
622                 }
623                 METHOD(Devastator, wr_killmessage, int(entity thiswep))
624                 {
625                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
626                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
627                         else
628                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
629                 }
630
631 #endif
632 #ifdef CSQC
633
634                 METHOD(Devastator, wr_impacteffect, void(entity thiswep))
635                 {
636                         vector org2;
637                         org2 = w_org + w_backoff * 12;
638                         pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
639                         if(!w_issilent)
640                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
641                 }
642
643 #endif
644 #endif