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add cvars that allow nerfing the rockets if remote detonated
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 void W_Rocket_Unregister()
9 {
10         if(self.owner && self.owner.lastrocket == self)
11         {
12                 self.owner.lastrocket = world;
13                 // self.owner.rl_release = 1;
14         }
15 }
16
17 void W_Rocket_Explode ()
18 {
19         W_Rocket_Unregister();
20
21         if(other.takedamage == DAMAGE_AIM)
22                 if(other.classname == "player")
23                         if(IsDifferentTeam(self.owner, other))
24                                 if(IsFlying(other))
25                                         AnnounceTo(self.owner, "airshot");
26
27         self.event_damage = SUB_Null;
28         self.takedamage = DAMAGE_NO;
29
30         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
31
32         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
33         {
34                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
35                 {
36                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
37                         ATTACK_FINISHED(self.owner) = time;
38                         self.owner.switchweapon = w_getbestweapon(self.owner);
39                 }
40                 if(g_laserguided_missile)
41                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
42         }
43         remove (self);
44 }
45
46 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
47 {
48         entity head, selected;
49         vector dir;
50         float dist, maxdist,// bestdist,
51                 dot,// bestdot,
52                 points, bestpoints;
53         //bestdist = 9999;
54         //bestdot = -2;
55         bestpoints = 0;
56         maxdist = 800;
57         selected = world;
58
59         makevectors(e.angles);
60
61         head = find(world, classname, "laser_target");
62         while(head)
63         {
64                 points = 0;
65                 dir = normalize(head.origin - self.origin);
66                 dot = dir * v_forward;
67                 dist = vlen(head.origin - self.origin);
68                 if(dist > maxdist)
69                         dist = maxdist;
70
71                 // gain points for being in front
72                 points = points + ((dot+1)*0.5) * 500
73                         * (1 + crandom()*dot_variance);
74                 // gain points for being close away
75                 points = points + (1 - dist/maxdist) * 1000
76                         * (1 + crandom()*dot_variance);
77
78                 traceline(e.origin, head.origin, TRUE, self);
79                 if(trace_fraction < 1)
80                 {
81                         points = 0;
82                 }
83
84                 if(points > bestpoints)//random() > 0.5)//
85                 {
86                         bestpoints = points;
87                         selected = head;
88                 }
89
90                 head = find(head, classname, "laser_target");
91         }
92
93         //bprint(selected.owner.netname);
94         //bprint("\n");
95         return selected;
96 }
97
98 void W_Rocket_RemoteExplode()
99 {
100         if(self.owner.deadflag == DEAD_NO)
101         if(self.owner.lastrocket)
102         {
103                 if((self.spawnshieldtime >= 0)
104                         ? (time >= self.spawnshieldtime) // timer
105                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
106                 )
107                 {
108                         other = world;
109                         self.projectiledeathtype |= HITTYPE_BOUNCE;
110                 }
111                 else
112                 {
113                         W_Rocket_Unregister();
114
115                         if(other.takedamage == DAMAGE_AIM)
116                                 if(other.classname == "player")
117                                         if(IsDifferentTeam(self.owner, other))
118                                                 if(IsFlying(other))
119                                                         AnnounceTo(self.owner, "airshot");
120
121                         self.event_damage = SUB_Null;
122                         self.takedamage = DAMAGE_NO;
123
124                         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype, other);
125
126                         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
127                         {
128                                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
129                                 {
130                                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
131                                         ATTACK_FINISHED(self.owner) = time;
132                                         self.owner.switchweapon = w_getbestweapon(self.owner);
133                                 }
134                                 if(g_laserguided_missile)
135                                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
136                         }
137                         remove (self);
138                 }
139         }
140 }
141
142 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
143 {
144         if(thisdir * goaldir > maxturn_cos)
145                 return goaldir;
146         float f, m2;
147         vector v;
148         // solve:
149         //   g = normalize(thisdir + goaldir * X)
150         //   thisdir * g = maxturn
151         //
152         //   gg = thisdir + goaldir * X
153         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
154         //
155         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
156         f = thisdir * goaldir;
157         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
158         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
159         m2 = maxturn_cos * maxturn_cos;
160         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
161         return normalize(thisdir + goaldir * v_y); // the larger solution!
162 }
163
164 void W_Rocket_Think (void)
165 {
166         entity e;
167         vector desireddir, olddir, newdir, desiredorigin, goal;
168 #if 0
169         float cosminang, cosmaxang, cosang;
170 #endif
171         float turnrate, velspeed, f;
172         self.nextthink = time;
173         if (time > self.cnt)
174         {
175                 other = world;
176                 self.projectiledeathtype |= HITTYPE_BOUNCE;
177                 W_Rocket_Explode ();
178                 return;
179         }
180
181         if(g_laserguided_missile)
182         {
183                 // accelerate
184                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
185                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
186                 if (velspeed > 0)
187                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
188         }
189         else
190         {
191                 // accelerate
192                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
193                 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
194                 if (velspeed > 0)
195                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
196         }
197
198         // laser guided, or remote detonation
199         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
200         {
201                 if(g_laserguided_missile)
202                 {
203                         if(self.rl_detonate_later)
204                                 W_Rocket_RemoteExplode();
205
206                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
207                         {
208                                 if(self.owner.laser_on)
209                                 {
210                                         if(self.attack_finished_single < time)
211                                         {
212                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
213                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
214                                         }
215
216                                         if(!self.enemy)
217                                                 self.enemy = self.owner.weaponentity.lasertarget;
218                                 }
219                                 else self.enemy = world;
220                         }
221                         else // don't allow stealing: always target my owner's laser (if it exists)
222                                 self.enemy = self.owner.weaponentity.lasertarget;
223
224                         if(self.enemy != world)
225                         {
226                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
227                                 velspeed = vlen(self.velocity);
228                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
229                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
230                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
231                                 olddir = normalize(self.velocity);                                      // get my current direction
232                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
233                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
234                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
235
236                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
237                         }
238                 }
239                 else
240                 {
241                         if(self == self.owner.lastrocket)
242                         if not(self.owner.rl_release)
243                         if not(self.BUTTON_ATCK2)
244                         if(cvar("g_balance_rocketlauncher_guiderate"))
245                         if(time > self.pushltime)
246                         if(self.owner.deadflag == DEAD_NO)
247                         {
248                                 f = cvar("g_balance_rocketlauncher_guideratedelay");
249                                 if(f)
250                                         f = bound(0, (time - self.pushltime) / f, 1);
251                                 else
252                                         f = 1;
253
254                                 velspeed = vlen(self.velocity);
255
256                                 makevectors(self.owner.v_angle);
257                                 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
258                                 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
259                                 olddir = normalize(self.velocity);
260
261 #if 0
262                                 // disabled this code because it doesn't do what I want it to do :P
263                                 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
264                                 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
265                                 cosang = desireddir * normalize(self.origin - desiredorigin);
266                                 if(cosminang == cosmaxang)
267                                         f *= (cosang >= cosminang);
268                                 else
269                                         f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
270 #endif
271
272                                 // now it gets tricky... we want to move like some curve to approximate the target direction
273                                 // but we are limiting the rate at which we can turn!
274                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
275                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
276
277                                 self.velocity = newdir * velspeed;
278                                 self.angles = vectoangles(self.velocity);
279
280                                 if(!self.count)
281                                 {
282                                         pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
283                                         // TODO add a better sound here
284                                         sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
285                                         self.count = 1;
286                                 }
287                         }
288
289                         if(self.rl_detonate_later)
290                                 W_Rocket_RemoteExplode();
291                 }
292         }
293
294         if(self.csqcprojectile_clientanimate == 0)
295                 UpdateCSQCProjectile(self);
296 }
297
298 void W_Rocket_Touch (void)
299 {
300         W_Rocket_Unregister();
301
302         PROJECTILE_TOUCH;
303         W_Rocket_Explode ();
304 }
305
306 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
307 {
308         if (self.health <= 0)
309                 return;
310         self.health = self.health - damage;
311         self.angles = vectoangles(self.velocity);
312         if (self.health <= 0)
313                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
314 }
315
316 void W_Rocket_Attack (void)
317 {
318         local entity missile;
319         local entity flash;
320
321         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
322                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
323
324         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
325         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
326
327         missile = WarpZone_RefSys_SpawnSameRefSys(self);
328         missile.owner = self;
329         self.lastrocket = missile;
330         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
331                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
332         else
333                 missile.spawnshieldtime = -1;
334         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
335         missile.classname = "rocket";
336         missile.bot_dodge = TRUE;
337         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
338
339         missile.takedamage = DAMAGE_YES;
340         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
341         missile.health = cvar("g_balance_rocketlauncher_health");
342         missile.event_damage = W_Rocket_Damage;
343
344         missile.movetype = MOVETYPE_FLY;
345         PROJECTILE_MAKETRIGGER(missile);
346         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
347         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
348
349         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
350         if(g_laserguided_missile && self.laser_on)
351                 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
352         else
353                 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
354         missile.angles = vectoangles (missile.velocity);
355
356         missile.touch = W_Rocket_Touch;
357         missile.think = W_Rocket_Think;
358         missile.nextthink = time;
359         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
360         missile.flags = FL_PROJECTILE;
361
362         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
363
364         // muzzle flash for 1st person view
365         flash = spawn ();
366         setmodel (flash, "models/flash.md3"); // precision set below
367         SUB_SetFade (flash, time, 0.1);
368         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
369         W_AttachToShotorg(flash, '5 0 0');
370
371         // common properties
372 }
373
374 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
375
376 float w_rlauncher(float req)
377 {
378         entity rock;
379         float rockfound;
380         if (req == WR_AIM)
381         {
382                 // aim and decide to fire if appropriate
383                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
384                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
385                 {
386                         // decide whether to detonate rockets
387                         local entity missile, targetlist, targ;
388                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
389                         local float selfdamage, teamdamage, enemydamage;
390                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
391                         coredamage = cvar("g_balance_rocketlauncher_damage");
392                         edgeradius = cvar("g_balance_rocketlauncher_radius");
393                         recipricoledgeradius = 1 / edgeradius;
394                         selfdamage = 0;
395                         teamdamage = 0;
396                         enemydamage = 0;
397                         targetlist = findchainfloat(bot_attack, TRUE);
398                         missile = find(world, classname, "rocket");
399                         while (missile)
400                         {
401                                 if (missile.owner != self)
402                                 {
403                                         missile = find(missile, classname, "rocket");
404                                         continue;
405                                 }
406                                 targ = targetlist;
407                                 while (targ)
408                                 {
409                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
410                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
411                                         // count potential damage according to type of target
412                                         if (targ == self)
413                                                 selfdamage = selfdamage + d;
414                                         else if (targ.team == self.team && teams_matter)
415                                                 teamdamage = teamdamage + d;
416                                         else if (bot_shouldattack(targ))
417                                                 enemydamage = enemydamage + d;
418                                         targ = targ.chain;
419                                 }
420                                 missile = find(missile, classname, "rocket");
421                         }
422                         local float desirabledamage;
423                         desirabledamage = enemydamage;
424                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
425                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
426                         if (self.team && teamplay != 1)
427                                 desirabledamage = desirabledamage - teamdamage;
428
429                         missile = find(world, classname, "rocket");
430                         while (missile)
431                         {
432                                 if (missile.owner != self)
433                                 {
434                                         missile = find(missile, classname, "rocket");
435                                         continue;
436                                 }
437                                 makevectors(missile.v_angle);
438                                 targ = targetlist;
439                                 if (skill > 9) // normal players only do this for the target they are tracking
440                                 {
441                                         targ = targetlist;
442                                         while (targ)
443                                         {
444                                                 if (
445                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
446                                                         && desirabledamage > 0.1*coredamage
447                                                 )self.BUTTON_ATCK2 = TRUE;
448                                                 targ = targ.chain;
449                                         }
450                                 }else{
451                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
452                                         //As the distance gets larger, a correct detonation gets near imposible
453                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
454                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
455                                                 if(self.enemy.classname == "player")
456                                                         if(desirabledamage >= 0.1*coredamage)
457                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
458                                                                         self.BUTTON_ATCK2 = TRUE;
459                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
460                                 }
461
462                                 missile = find(missile, classname, "rocket");
463                         }
464                         // if we would be doing at X percent of the core damage, detonate it
465                         // but don't fire a new shot at the same time!
466                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
467                                 self.BUTTON_ATCK2 = TRUE;
468                         if ((skill > 6.5) && (selfdamage > self.health))
469                                 self.BUTTON_ATCK2 = FALSE;
470                         //if(self.BUTTON_ATCK2 == TRUE)
471                         //      dprint(ftos(desirabledamage),"\n");
472                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
473                 }
474         }
475         else if (req == WR_THINK)
476         {
477                 if(g_laserguided_missile)
478                 {
479                         if (self.BUTTON_ATCK && self.rl_release)
480                         {
481                                 rockfound = 0;
482                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
483                                 {
484                                         if(!rock.rl_detonate_later)
485                                         {
486                                                 rock.rl_detonate_later = TRUE;
487                                                 rockfound = 1;
488                                         }
489                                 }
490                                 if(rockfound)
491                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
492                                 else
493                                 {
494                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
495                                         {
496                                                 W_Rocket_Attack();
497                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
498                                         }
499                                 }
500                                 self.rl_release = 0;
501                         }
502                         if (!self.BUTTON_ATCK)
503                                 self.rl_release = 1;
504                         if (self.BUTTON_ATCK2)
505                         if(self.exteriorweaponentity.attack_finished_single < time)
506                         {
507                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
508                                 self.laser_on = !self.laser_on;
509                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
510                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
511                         }
512                 }
513                 else
514                 {
515                         if (self.BUTTON_ATCK)
516                         {
517                                 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
518                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
519                                 {
520                                         W_Rocket_Attack();
521                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
522                                         self.rl_release = 0;
523                                 }
524                         }
525                         else
526                                 self.rl_release = 1;
527
528                         if (self.BUTTON_ATCK2)
529                         {
530                                 rockfound = 0;
531                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
532                                 {
533                                         if(!rock.rl_detonate_later)
534                                         {
535                                                 rock.rl_detonate_later = TRUE;
536                                                 rockfound = 1;
537                                         }
538                                 }
539                                 if(rockfound)
540                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
541                         }
542                 }
543         }
544         else if (req == WR_PRECACHE)
545         {
546                 precache_model ("models/flash.md3");
547                 precache_model ("models/weapons/g_rl.md3");
548                 precache_model ("models/weapons/v_rl.md3");
549                 precache_model ("models/weapons/h_rl.iqm");
550                 precache_sound ("weapons/rocket_det.wav");
551                 precache_sound ("weapons/rocket_fire.wav");
552                 precache_sound ("weapons/rocket_mode.wav");
553                 if (g_laserguided_missile)
554                 {
555                         precache_model ("models/laser_dot.mdl"); // rocket launcher
556                 }
557         }
558         else if (req == WR_SETUP)
559         {
560                 weapon_setup(WEP_ROCKET_LAUNCHER);
561                 self.rl_release = 1;
562         }
563         else if (req == WR_CHECKAMMO1)
564         {
565                 // don't switch while guiding a missile
566                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
567                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
568                         return FALSE;
569         }
570         else if (req == WR_CHECKAMMO2)
571                 return FALSE;
572         else if (req == WR_RESETPLAYER)
573         {
574                 self.rl_release = 0;
575         }
576         return TRUE;
577 };
578 #endif
579 #ifdef CSQC
580 float w_rlauncher(float req)
581 {
582         if(req == WR_IMPACTEFFECT)
583         {
584                 vector org2;
585                 org2 = w_org + w_backoff * 12;
586                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
587                 if(!w_issilent)
588                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
589         }
590         else if(req == WR_PRECACHE)
591         {
592                 precache_sound("weapons/rocket_impact.wav");
593         }
594         else if (req == WR_SUICIDEMESSAGE)
595                 w_deathtypestring = "exploded";
596         else if (req == WR_KILLMESSAGE)
597         {
598                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
599                         w_deathtypestring = "got too close to #'s rocket";
600                 else if(w_deathtype & HITTYPE_SPLASH)
601                         w_deathtypestring = "almost dodged #'s rocket";
602                 else
603                         w_deathtypestring = "ate #'s rocket";
604         }
605         return TRUE;
606 }
607 #endif
608 #endif