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