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Merge branch 'TimePath/slist_refresh' into 'master'
[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, 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(entity this)
76 {
77         if(this.realowner && this.realowner.lastrocket == this)
78         {
79                 this.realowner.lastrocket = NULL;
80                 // this.realowner.rl_release = 1;
81         }
82 }
83
84 void W_Devastator_Explode(entity this, entity directhitentity)
85 {
86         W_Devastator_Unregister(this);
87
88         if(directhitentity.takedamage == DAMAGE_AIM)
89                 if(IS_PLAYER(directhitentity))
90                         if(DIFF_TEAM(this.realowner, directhitentity))
91                                 if(!IS_DEAD(directhitentity))
92                                         if(IsFlying(directhitentity))
93                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
94
95         this.event_damage = func_null;
96         this.takedamage = DAMAGE_NO;
97
98         RadiusDamage(
99                 this,
100                 this.realowner,
101                 WEP_CVAR(devastator, damage),
102                 WEP_CVAR(devastator, edgedamage),
103                 WEP_CVAR(devastator, radius),
104                 NULL,
105                 NULL,
106                 WEP_CVAR(devastator, force),
107                 this.projectiledeathtype,
108                 directhitentity
109         );
110
111         Weapon thiswep = WEP_DEVASTATOR;
112         if(PS(this.realowner).m_weapon == thiswep)
113         {
114                 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
115                 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
116                 {
117                         this.realowner.cnt = WEP_DEVASTATOR.m_id;
118                         int slot = 0; // TODO: unhardcode
119                         ATTACK_FINISHED(this.realowner, slot) = time;
120                         PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
121                 }
122         }
123         delete(this);
124 }
125
126 void W_Devastator_Explode_think(entity this)
127 {
128         W_Devastator_Explode(this, NULL);
129 }
130
131 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
132 {
133         W_Devastator_Unregister(this);
134
135         this.event_damage = func_null;
136         this.takedamage = DAMAGE_NO;
137
138         float handled_as_rocketjump = false;
139
140         entity head = WarpZone_FindRadius(
141                 this.origin,
142                 WEP_CVAR(devastator, remote_jump_radius),
143                 false
144         );
145
146         while(head)
147         {
148                 if(head.takedamage && (head == this.realowner))
149                 {
150                         float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
151                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
152                         {
153                                 // we handled this as a rocketjump :)
154                                 handled_as_rocketjump = true;
155
156                                 // modify velocity
157                                 head.velocity_x *= 0.9;
158                                 head.velocity_y *= 0.9;
159                                 head.velocity_z = bound(
160                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
161                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
162                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
163                                 );
164
165                                 // now do the damage
166                                 RadiusDamage(
167                                         this,
168                                         head,
169                                         WEP_CVAR(devastator, remote_jump_damage),
170                                         WEP_CVAR(devastator, remote_jump_damage),
171                                         WEP_CVAR(devastator, remote_jump_radius),
172                                         NULL,
173                                         head,
174                                         0,
175                                         this.projectiledeathtype | HITTYPE_BOUNCE,
176                                         NULL
177                                 );
178                                 break;
179                         }
180                 }
181                 head = head.chain;
182         }
183
184         RadiusDamage(
185                 this,
186                 this.realowner,
187                 WEP_CVAR(devastator, remote_damage),
188                 WEP_CVAR(devastator, remote_edgedamage),
189                 WEP_CVAR(devastator, remote_radius),
190                 (handled_as_rocketjump ? head : NULL),
191                 NULL,
192                 WEP_CVAR(devastator, remote_force),
193                 this.projectiledeathtype | HITTYPE_BOUNCE,
194                 NULL
195         );
196
197         Weapon thiswep = WEP_DEVASTATOR;
198         if(PS(this.realowner).m_weapon == thiswep)
199         {
200                 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
201                 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
202                 {
203                         this.realowner.cnt = WEP_DEVASTATOR.m_id;
204                         int slot = weaponslot(weaponentity);
205                         ATTACK_FINISHED(this.realowner, slot) = time;
206                         PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
207                 }
208         }
209         delete(this);
210 }
211
212 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
213 {
214         if(!IS_DEAD(this.realowner))
215         if(this.realowner.lastrocket)
216         {
217                 if((this.spawnshieldtime >= 0)
218                         ? (time >= this.spawnshieldtime) // timer
219                         : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
220                 )
221                 {
222                         W_Devastator_DoRemoteExplode(this, weaponentity);
223                 }
224         }
225 }
226
227 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
228 {
229         if(thisdir * goaldir > maxturn_cos)
230                 return goaldir;
231         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
232                 return thisdir; // refuse to guide (better than letting a numerical error happen)
233         float f, m2;
234         vector v;
235         // solve:
236         //   g = normalize(thisdir + goaldir * X)
237         //   thisdir * g = maxturn
238         //
239         //   gg = thisdir + goaldir * X
240         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
241         //
242         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
243         f = thisdir * goaldir;
244         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
245         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
246         m2 = maxturn_cos * maxturn_cos;
247         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
248         return normalize(thisdir + goaldir * v.y); // the larger solution!
249 }
250 // assume thisdir == -goaldir:
251 //   f == -1
252 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
253 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
254 //   x^2 - 2 * x + 1 = 0
255 //   (x - 1)^2 = 0
256 //   x = 1
257 //   normalize(thisdir + goaldir)
258 //   normalize(0)
259
260 void W_Devastator_Think(entity this)
261 {
262         vector desireddir, olddir, newdir, desiredorigin, goal;
263         float velspeed, f;
264         this.nextthink = time;
265         if(time > this.cnt)
266         {
267                 this.projectiledeathtype |= HITTYPE_BOUNCE;
268                 W_Devastator_Explode(this, NULL);
269                 return;
270         }
271
272         // accelerate
273         makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
274         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
275         if(velspeed > 0)
276                 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
277
278         // laser guided, or remote detonation
279         if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
280         {
281                 if(this == this.realowner.lastrocket)
282                 if(!this.realowner.rl_release)
283                 if(!PHYS_INPUT_BUTTON_ATCK2(this))
284                 if(WEP_CVAR(devastator, guiderate))
285                 if(time > this.pushltime)
286                 if(!IS_DEAD(this.realowner))
287                 {
288                         f = WEP_CVAR(devastator, guideratedelay);
289                         if(f)
290                                 f = bound(0, (time - this.pushltime) / f, 1);
291                         else
292                                 f = 1;
293
294                         velspeed = vlen(this.velocity);
295
296                         makevectors(this.realowner.v_angle);
297                         desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
298                         desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
299                         olddir = normalize(this.velocity);
300
301                         // now it gets tricky... we want to move like some curve to approximate the target direction
302                         // but we are limiting the rate at which we can turn!
303                         goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
304                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
305
306                         this.velocity = newdir * velspeed;
307                         this.angles = vectoangles(this.velocity);
308
309                         if(!this.count)
310                         {
311                                 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
312                                 // TODO add a better sound here
313                                 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
314                                 this.count = 1;
315                         }
316                 }
317
318                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
319                 if(this.rl_detonate_later)
320                         W_Devastator_RemoteExplode(this, weaponentity);
321         }
322
323         if(this.csqcprojectile_clientanimate == 0)
324                 UpdateCSQCProjectile(this);
325 }
326
327 void W_Devastator_Touch(entity this, entity toucher)
328 {
329         if(WarpZone_Projectile_Touch(this, toucher))
330         {
331                 if(wasfreed(this))
332                         W_Devastator_Unregister(this);
333                 return;
334         }
335         W_Devastator_Unregister(this);
336         W_Devastator_Explode(this, toucher);
337 }
338
339 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
340 {
341         if(this.health <= 0)
342                 return;
343
344         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
345                 return; // g_projectiles_damage says to halt
346
347         this.health = this.health - damage;
348         this.angles = vectoangles(this.velocity);
349
350         if(this.health <= 0)
351                 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
352 }
353
354 void W_Devastator_Attack(Weapon thiswep, entity actor)
355 {
356         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
357
358         W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
359         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
360
361         entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
362         missile.owner = missile.realowner = actor;
363         actor.lastrocket = missile;
364         if(WEP_CVAR(devastator, detonatedelay) >= 0)
365                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
366         else
367                 missile.spawnshieldtime = -1;
368         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
369         missile.classname = "rocket";
370         missile.bot_dodge = true;
371         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
372
373         missile.takedamage = DAMAGE_YES;
374         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
375         missile.health = WEP_CVAR(devastator, health);
376         missile.event_damage = W_Devastator_Damage;
377         missile.damagedbycontents = true;
378
379         set_movetype(missile, MOVETYPE_FLY);
380         PROJECTILE_MAKETRIGGER(missile);
381         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
382         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
383
384         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
385         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
386         missile.angles = vectoangles(missile.velocity);
387
388         settouch(missile, W_Devastator_Touch);
389         setthink(missile, W_Devastator_Think);
390         missile.nextthink = time;
391         missile.cnt = time + WEP_CVAR(devastator, lifetime);
392         missile.flags = FL_PROJECTILE;
393         IL_PUSH(g_projectiles, missile);
394         missile.missile_flags = MIF_SPLASH;
395
396         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
397
398         // muzzle flash for 1st person view
399         entity flash = spawn();
400         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
401         SUB_SetFade(flash, time, 0.1);
402         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
403         W_AttachToShotorg(actor, flash, '5 0 0');
404
405         // common properties
406         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
407 }
408
409 #if 0
410 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
411 {
412     entity this = actor;
413     // aim and decide to fire if appropriate
414     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
415     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
416     {
417         // decide whether to detonate rockets
418         entity missile, targetlist, targ;
419         targetlist = findchainfloat(bot_attack, true);
420         for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
421         {
422             targ = targetlist;
423             while(targ)
424             {
425                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
426                 {
427                     PHYS_INPUT_BUTTON_ATCK2(actor) = true;
428                     break;
429                 }
430                 targ = targ.chain;
431             }
432         }
433
434         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
435     }
436 }
437 #else
438 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
439 {
440     // aim and decide to fire if appropriate
441     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
442     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
443     {
444         // decide whether to detonate rockets
445         float edgedamage, coredamage, edgeradius, recipricoledgeradius;
446         float selfdamage, teamdamage, enemydamage;
447         edgedamage = WEP_CVAR(devastator, edgedamage);
448         coredamage = WEP_CVAR(devastator, damage);
449         edgeradius = WEP_CVAR(devastator, radius);
450         recipricoledgeradius = 1 / edgeradius;
451         selfdamage = 0;
452         teamdamage = 0;
453         enemydamage = 0;
454         FOREACH_ENTITY_ENT(realowner, actor,
455         {
456             if(it.classname != "rocket") continue;
457
458             entity rocket = it;
459             FOREACH_ENTITY_FLOAT(bot_attack, true,
460             {
461                 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
462                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
463                 // count potential damage according to type of target
464                 if(it == actor)
465                         selfdamage = selfdamage + d;
466                 else if(SAME_TEAM(it, actor))
467                         teamdamage = teamdamage + d;
468                 else if(bot_shouldattack(actor, it))
469                         enemydamage = enemydamage + d;
470             });
471         });
472         float desirabledamage;
473         desirabledamage = enemydamage;
474         if(time > actor.invincible_finished && time > actor.spawnshieldtime)
475             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
476         if(teamplay && actor.team)
477             desirabledamage = desirabledamage - teamdamage;
478
479         makevectors(actor.v_angle);
480         FOREACH_ENTITY_ENT(realowner, actor,
481         {
482             if(it.classname != "rocket") continue;
483
484             if(skill > 9) // normal players only do this for the target they are tracking
485             {
486                     entity rocket = it;
487                     FOREACH_ENTITY_FLOAT(bot_attack, true,
488                     {
489                         if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
490                             && desirabledamage > 0.1 * coredamage
491                             ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
492                     });
493                 }
494                 else
495                 {
496                 //As the distance gets larger, a correct detonation gets near imposible
497                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
498                 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
499                         && IS_PLAYER(actor.enemy)
500                         && (desirabledamage >= 0.1 * coredamage)
501                         )
502                 {
503                         float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
504                         if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
505                                 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
506                 }
507                 }
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             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
513         if((skill > 6.5) && (selfdamage > actor.health))
514             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
515         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
516         //      dprint(ftos(desirabledamage),"\n");
517         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
518     }
519 }
520 #endif
521 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
522 {
523     if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
524         thiswep.wr_reload(thiswep, actor, weaponentity);
525     } else {
526         if(fire & 1)
527         {
528             if(actor.rl_release || WEP_CVAR(devastator, guidestop))
529             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
530             {
531                 W_Devastator_Attack(thiswep, actor);
532                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
533                 actor.rl_release = 0;
534             }
535         }
536         else
537             actor.rl_release = 1;
538
539         if(fire & 2)
540         if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
541         {
542             entity rock;
543             bool rockfound = false;
544             for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
545             {
546                 if(!rock.rl_detonate_later)
547                 {
548                     rock.rl_detonate_later = true;
549                     rockfound = true;
550                 }
551             }
552             if(rockfound)
553                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
554         }
555     }
556 }
557 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
558 {
559     actor.rl_release = 1;
560 }
561 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
562 {
563     #if 0
564     // don't switch while guiding a missile
565     if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
566     {
567         ammo_amount = false;
568         if(WEP_CVAR(devastator, reload_ammo))
569         {
570             if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
571                 ammo_amount = true;
572         }
573         else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
574             ammo_amount = true;
575         return !ammo_amount;
576     }
577     #endif
578     #if 0
579     if(actor.rl_release == 0)
580     {
581         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
582         return true;
583     }
584     else
585     {
586         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
587         ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
588         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
589         return ammo_amount;
590     }
591     #else
592     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
593     ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
594     return ammo_amount;
595     #endif
596 }
597 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
598 {
599     return false;
600 }
601 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
602 {
603     actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
604     actor.rl_release = 0;
605 }
606 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
607 {
608     W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
609 }
610 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
611 {
612     return WEAPON_DEVASTATOR_SUICIDE;
613 }
614 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
615 {
616     if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
617         return WEAPON_DEVASTATOR_MURDER_SPLASH;
618     else
619         return WEAPON_DEVASTATOR_MURDER_DIRECT;
620 }
621
622 #endif
623 #ifdef CSQC
624
625 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
626 {
627     vector org2;
628     org2 = w_org + w_backoff * 12;
629     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
630     if(!w_issilent)
631         sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
632 }
633
634 #endif
635 #endif