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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 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 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
68 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
69
70 .entity lastrocket;
71
72 void W_Devastator_Unregister()
73 {SELFPARAM();
74         if(self.realowner && self.realowner.lastrocket == self)
75         {
76                 self.realowner.lastrocket = world;
77                 // self.realowner.rl_release = 1;
78         }
79 }
80
81 void W_Devastator_Explode()
82 {SELFPARAM();
83         W_Devastator_Unregister();
84
85         if(other.takedamage == DAMAGE_AIM)
86                 if(IS_PLAYER(other))
87                         if(DIFF_TEAM(self.realowner, other))
88                                 if(other.deadflag == DEAD_NO)
89                                         if(IsFlying(other))
90                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
91
92         self.event_damage = func_null;
93         self.takedamage = DAMAGE_NO;
94
95         RadiusDamage(
96                 self,
97                 self.realowner,
98                 WEP_CVAR(devastator, damage),
99                 WEP_CVAR(devastator, edgedamage),
100                 WEP_CVAR(devastator, radius),
101                 world,
102                 world,
103                 WEP_CVAR(devastator, force),
104                 self.projectiledeathtype,
105                 other
106         );
107
108         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
109         {
110                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
111                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
112                 {
113                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
114                         int slot = 0; // TODO: unhardcode
115                         ATTACK_FINISHED(self.realowner, slot) = time;
116                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
117                 }
118         }
119         remove(self);
120 }
121
122 void W_Devastator_DoRemoteExplode(.entity weaponentity)
123 {SELFPARAM();
124         W_Devastator_Unregister();
125
126         self.event_damage = func_null;
127         self.takedamage = DAMAGE_NO;
128
129         float handled_as_rocketjump = false;
130
131         entity head = WarpZone_FindRadius(
132                 self.origin,
133                 WEP_CVAR(devastator, remote_jump_radius),
134                 false
135         );
136
137         while(head)
138         {
139                 if(head.takedamage && (head == self.realowner))
140                 {
141                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
142                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
143                         {
144                                 // we handled this as a rocketjump :)
145                                 handled_as_rocketjump = true;
146
147                                 // modify velocity
148                                 head.velocity_x *= 0.9;
149                                 head.velocity_y *= 0.9;
150                                 head.velocity_z = bound(
151                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
152                                         head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
153                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
154                                 );
155
156                                 // now do the damage
157                                 RadiusDamage(
158                                         self,
159                                         head,
160                                         WEP_CVAR(devastator, remote_jump_damage),
161                                         WEP_CVAR(devastator, remote_jump_damage),
162                                         WEP_CVAR(devastator, remote_jump_radius),
163                                         world,
164                                         head,
165                                         0,
166                                         self.projectiledeathtype | HITTYPE_BOUNCE,
167                                         world
168                                 );
169                                 break;
170                         }
171                 }
172                 head = head.chain;
173         }
174
175         RadiusDamage(
176                 self,
177                 self.realowner,
178                 WEP_CVAR(devastator, remote_damage),
179                 WEP_CVAR(devastator, remote_edgedamage),
180                 WEP_CVAR(devastator, remote_radius),
181                 (handled_as_rocketjump ? head : world),
182                 world,
183                 WEP_CVAR(devastator, remote_force),
184                 self.projectiledeathtype | HITTYPE_BOUNCE,
185                 world
186         );
187
188         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
189         {
190                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
191                 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
192                 {
193                         self.realowner.cnt = WEP_DEVASTATOR.m_id;
194                         int slot = weaponslot(weaponentity);
195                         ATTACK_FINISHED(self.realowner, slot) = time;
196                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
197                 }
198         }
199         remove(self);
200 }
201
202 void W_Devastator_RemoteExplode(.entity weaponentity)
203 {SELFPARAM();
204         if(self.realowner.deadflag == DEAD_NO)
205         if(self.realowner.lastrocket)
206         {
207                 if((self.spawnshieldtime >= 0)
208                         ? (time >= self.spawnshieldtime) // timer
209                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
210                 )
211                 {
212                         W_Devastator_DoRemoteExplode(weaponentity);
213                 }
214         }
215 }
216
217 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
218 {
219         if(thisdir * goaldir > maxturn_cos)
220                 return goaldir;
221         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
222                 return thisdir; // refuse to guide (better than letting a numerical error happen)
223         float f, m2;
224         vector v;
225         // solve:
226         //   g = normalize(thisdir + goaldir * X)
227         //   thisdir * g = maxturn
228         //
229         //   gg = thisdir + goaldir * X
230         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
231         //
232         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
233         f = thisdir * goaldir;
234         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
235         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
236         m2 = maxturn_cos * maxturn_cos;
237         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
238         return normalize(thisdir + goaldir * v.y); // the larger solution!
239 }
240 // assume thisdir == -goaldir:
241 //   f == -1
242 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
243 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
244 //   x^2 - 2 * x + 1 = 0
245 //   (x - 1)^2 = 0
246 //   x = 1
247 //   normalize(thisdir + goaldir)
248 //   normalize(0)
249
250 void W_Devastator_Think()
251 {SELFPARAM();
252         vector desireddir, olddir, newdir, desiredorigin, goal;
253         float velspeed, f;
254         self.nextthink = time;
255         if(time > self.cnt)
256         {
257                 other = world;
258                 self.projectiledeathtype |= HITTYPE_BOUNCE;
259                 W_Devastator_Explode();
260                 return;
261         }
262
263         // accelerate
264         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
265         velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
266         if(velspeed > 0)
267                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
268
269         // laser guided, or remote detonation
270         if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
271         {
272                 if(self == self.realowner.lastrocket)
273                 if(!self.realowner.rl_release)
274                 if(!self.BUTTON_ATCK2)
275                 if(WEP_CVAR(devastator, guiderate))
276                 if(time > self.pushltime)
277                 if(self.realowner.deadflag == DEAD_NO)
278                 {
279                         f = WEP_CVAR(devastator, guideratedelay);
280                         if(f)
281                                 f = bound(0, (time - self.pushltime) / f, 1);
282                         else
283                                 f = 1;
284
285                         velspeed = vlen(self.velocity);
286
287                         makevectors(self.realowner.v_angle);
288                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
289                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
290                         olddir = normalize(self.velocity);
291
292                         // now it gets tricky... we want to move like some curve to approximate the target direction
293                         // but we are limiting the rate at which we can turn!
294                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
295                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
296
297                         self.velocity = newdir * velspeed;
298                         self.angles = vectoangles(self.velocity);
299
300                         if(!self.count)
301                         {
302                                 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
303                                 // TODO add a better sound here
304                                 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
305                                 self.count = 1;
306                         }
307                 }
308
309                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
310                 if(self.rl_detonate_later)
311                         W_Devastator_RemoteExplode(weaponentity);
312         }
313
314         if(self.csqcprojectile_clientanimate == 0)
315                 UpdateCSQCProjectile(self);
316 }
317
318 void W_Devastator_Touch()
319 {SELFPARAM();
320         if(WarpZone_Projectile_Touch())
321         {
322                 if(wasfreed(self))
323                         W_Devastator_Unregister();
324                 return;
325         }
326         W_Devastator_Unregister();
327         W_Devastator_Explode();
328 }
329
330 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
331 {SELFPARAM();
332         if(self.health <= 0)
333                 return;
334
335         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
336                 return; // g_projectiles_damage says to halt
337
338         self.health = self.health - damage;
339         self.angles = vectoangles(self.velocity);
340
341         if(self.health <= 0)
342                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
343 }
344
345 void W_Devastator_Attack(Weapon thiswep)
346 {SELFPARAM();
347         entity missile;
348         entity flash;
349
350         W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
351
352         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
353         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
354
355         missile = WarpZone_RefSys_SpawnSameRefSys(self);
356         missile.owner = missile.realowner = self;
357         self.lastrocket = missile;
358         if(WEP_CVAR(devastator, detonatedelay) >= 0)
359                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
360         else
361                 missile.spawnshieldtime = -1;
362         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
363         missile.classname = "rocket";
364         missile.bot_dodge = true;
365         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
366
367         missile.takedamage = DAMAGE_YES;
368         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
369         missile.health = WEP_CVAR(devastator, health);
370         missile.event_damage = W_Devastator_Damage;
371         missile.damagedbycontents = true;
372
373         missile.movetype = MOVETYPE_FLY;
374         PROJECTILE_MAKETRIGGER(missile);
375         missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
376         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
377
378         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
379         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
380         missile.angles = vectoangles(missile.velocity);
381
382         missile.touch = W_Devastator_Touch;
383         missile.think = W_Devastator_Think;
384         missile.nextthink = time;
385         missile.cnt = time + WEP_CVAR(devastator, lifetime);
386         missile.flags = FL_PROJECTILE;
387         missile.missile_flags = MIF_SPLASH;
388
389         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
390
391         // muzzle flash for 1st person view
392         flash = spawn();
393         setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
394         SUB_SetFade(flash, time, 0.1);
395         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
396         W_AttachToShotorg(self, flash, '5 0 0');
397
398         // common properties
399         MUTATOR_CALLHOOK(EditProjectile, self, missile);
400 }
401
402                 #if 0
403                 METHOD(Devastator, wr_aim, void(entity thiswep))
404                 {
405                         // aim and decide to fire if appropriate
406                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
407                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
408                         {
409                                 // decide whether to detonate rockets
410                                 entity missile, targetlist, targ;
411                                 targetlist = findchainfloat(bot_attack, true);
412                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
413                                 {
414                                         targ = targetlist;
415                                         while(targ)
416                                         {
417                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
418                                                 {
419                                                         self.BUTTON_ATCK2 = true;
420                                                         break;
421                                                 }
422                                                 targ = targ.chain;
423                                         }
424                                 }
425
426                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
427                         }
428                 }
429                 #else
430                 METHOD(Devastator, wr_aim, void(entity thiswep))
431                 {
432                         // aim and decide to fire if appropriate
433                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
434                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
435                         {
436                                 // decide whether to detonate rockets
437                                 entity missile, targetlist, targ;
438                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
439                                 float selfdamage, teamdamage, enemydamage;
440                                 edgedamage = WEP_CVAR(devastator, edgedamage);
441                                 coredamage = WEP_CVAR(devastator, damage);
442                                 edgeradius = WEP_CVAR(devastator, radius);
443                                 recipricoledgeradius = 1 / edgeradius;
444                                 selfdamage = 0;
445                                 teamdamage = 0;
446                                 enemydamage = 0;
447                                 targetlist = findchainfloat(bot_attack, true);
448                                 missile = find(world, classname, "rocket");
449                                 while(missile)
450                                 {
451                                         if(missile.realowner != self)
452                                         {
453                                                 missile = find(missile, classname, "rocket");
454                                                 continue;
455                                         }
456                                         targ = targetlist;
457                                         while(targ)
458                                         {
459                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
460                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
461                                                 // count potential damage according to type of target
462                                                 if(targ == self)
463                                                         selfdamage = selfdamage + d;
464                                                 else if(targ.team == self.team && teamplay)
465                                                         teamdamage = teamdamage + d;
466                                                 else if(bot_shouldattack(targ))
467                                                         enemydamage = enemydamage + d;
468                                                 targ = targ.chain;
469                                         }
470                                         missile = find(missile, classname, "rocket");
471                                 }
472                                 float desirabledamage;
473                                 desirabledamage = enemydamage;
474                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
475                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
476                                 if(teamplay && self.team)
477                                         desirabledamage = desirabledamage - teamdamage;
478
479                                 missile = find(world, classname, "rocket");
480                                 while(missile)
481                                 {
482                                         if(missile.realowner != self)
483                                         {
484                                                 missile = find(missile, classname, "rocket");
485                                                 continue;
486                                         }
487                                         makevectors(missile.v_angle);
488                                         targ = targetlist;
489                                         if(skill > 9) // normal players only do this for the target they are tracking
490                                         {
491                                                 targ = targetlist;
492                                                 while(targ)
493                                                 {
494                                                         if(
495                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
496                                                                 && desirabledamage > 0.1*coredamage
497                                                         )self.BUTTON_ATCK2 = true;
498                                                         targ = targ.chain;
499                                                 }
500                                         }else{
501                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
502                                                 //As the distance gets larger, a correct detonation gets near imposible
503                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
504                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
505                                                         if(IS_PLAYER(self.enemy))
506                                                                 if(desirabledamage >= 0.1*coredamage)
507                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
508                                                                                 self.BUTTON_ATCK2 = true;
509                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
510                                         }
511
512                                         missile = find(missile, classname, "rocket");
513                                 }
514                                 // if we would be doing at X percent of the core damage, detonate it
515                                 // but don't fire a new shot at the same time!
516                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
517                                         self.BUTTON_ATCK2 = true;
518                                 if((skill > 6.5) && (selfdamage > self.health))
519                                         self.BUTTON_ATCK2 = false;
520                                 //if(self.BUTTON_ATCK2 == true)
521                                 //      dprint(ftos(desirabledamage),"\n");
522                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
523                         }
524                 }
525                 #endif
526                 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
527                 {
528                         if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
529                                 Weapon w = get_weaponinfo(actor.weapon);
530                                 w.wr_reload(w);
531                         } else {
532                                 if(fire & 1)
533                                 {
534                                         if(actor.rl_release || WEP_CVAR(devastator, guidestop))
535                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
536                                         {
537                                                 W_Devastator_Attack(thiswep);
538                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
539                                                 actor.rl_release = 0;
540                                         }
541                                 }
542                                 else
543                                         actor.rl_release = 1;
544
545                                 if(fire & 2)
546                                 if(actor.switchweapon == WEP_DEVASTATOR.m_id)
547                                 {
548                                         entity rock;
549                                         bool rockfound = false;
550                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
551                                         {
552                                                 if(!rock.rl_detonate_later)
553                                                 {
554                                                         rock.rl_detonate_later = true;
555                                                         rockfound = true;
556                                                 }
557                                         }
558                                         if(rockfound)
559                                                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
560                                 }
561                         }
562                 }
563                 METHOD(Devastator, wr_init, void(entity thiswep))
564                 {
565                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
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.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
581                                                 ammo_amount = true;
582                                 }
583                                 else if(self.WEP_AMMO(DEVASTATOR) < 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.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
592                                 return true;
593                         }
594                         else
595                         {
596                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= 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.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
599                                 return ammo_amount;
600                         }
601                         #else
602                         float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= 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_config, void(entity thiswep))
612                 {
613                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
614                 }
615                 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
616                 {
617                         self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
618                         self.rl_release = 0;
619                 }
620                 METHOD(Devastator, wr_reload, void(entity thiswep))
621                 {
622                         W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
623                 }
624                 METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
625                 {
626                         return WEAPON_DEVASTATOR_SUICIDE;
627                 }
628                 METHOD(Devastator, wr_killmessage, int(entity thiswep))
629                 {
630                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
631                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
632                         else
633                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
634                 }
635
636 #endif
637 #ifdef CSQC
638
639                 METHOD(Devastator, wr_impacteffect, void(entity thiswep))
640                 {
641                         vector org2;
642                         org2 = w_org + w_backoff * 12;
643                         pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
644                         if(!w_issilent)
645                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
646                 }
647
648 #endif
649 #endif