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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ DEVASTATOR,
4 /* function  */ W_Devastator,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 9,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '1 1 0',
10 /* modelname */ "rl",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
13 /* wepimg    */ "weaponrocketlauncher",
14 /* refname   */ "devastator",
15 /* wepname   */ _("Devastator")
16 );
17
18 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
19 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, ammo) \
21         w_cvar(id, sn, NONE, animtime) \
22         w_cvar(id, sn, NONE, damage) \
23         w_cvar(id, sn, NONE, damageforcescale) \
24         w_cvar(id, sn, NONE, detonatedelay) \
25         w_cvar(id, sn, NONE, edgedamage) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, guidedelay) \
28         w_cvar(id, sn, NONE, guidegoal) \
29         w_cvar(id, sn, NONE, guiderate) \
30         w_cvar(id, sn, NONE, guideratedelay) \
31         w_cvar(id, sn, NONE, guidestop) \
32         w_cvar(id, sn, NONE, health) \
33         w_cvar(id, sn, NONE, lifetime) \
34         w_cvar(id, sn, NONE, radius) \
35         w_cvar(id, sn, NONE, refire) \
36         w_cvar(id, sn, NONE, remote_damage) \
37         w_cvar(id, sn, NONE, remote_edgedamage) \
38         w_cvar(id, sn, NONE, remote_force) \
39         w_cvar(id, sn, NONE, remote_jump_damage) \
40         w_cvar(id, sn, NONE, remote_jump_radius) \
41         w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
42         w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
43         w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
44         w_cvar(id, sn, NONE, remote_radius) \
45         w_cvar(id, sn, NONE, speed) \
46         w_cvar(id, sn, NONE, speedaccel) \
47         w_cvar(id, sn, NONE, speedstart) \
48         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
49         w_prop(id, sn, float,  reloading_time, reload_time) \
50         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
51         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
52         w_prop(id, sn, string, weaponreplace, weaponreplace) \
53         w_prop(id, sn, float,  weaponstart, weaponstart) \
54         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
55         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
56
57 #ifdef SVQC
58 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
59 .float rl_release;
60 .float rl_detonate_later;
61 #endif
62 #else
63 #ifdef SVQC
64 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
65 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
66
67 void W_Devastator_Unregister(void)
68 {
69         if(self.realowner && self.realowner.lastrocket == self)
70         {
71                 self.realowner.lastrocket = world;
72                 // self.realowner.rl_release = 1;
73         }
74 }
75
76 void W_Devastator_Explode(void)
77 {
78         W_Devastator_Unregister();
79
80         if(other.takedamage == DAMAGE_AIM)
81                 if(IS_PLAYER(other))
82                         if(DIFF_TEAM(self.realowner, other))
83                                 if(other.deadflag == DEAD_NO)
84                                         if(IsFlying(other))
85                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
86
87         self.event_damage = func_null;
88         self.takedamage = DAMAGE_NO;
89
90         RadiusDamage(
91                 self,
92                 self.realowner,
93                 WEP_CVAR(devastator, damage),
94                 WEP_CVAR(devastator, edgedamage),
95                 WEP_CVAR(devastator, radius),
96                 world,
97                 world,
98                 WEP_CVAR(devastator, force),
99                 self.projectiledeathtype,
100                 other
101         );
102
103         if(self.realowner.weapon == WEP_DEVASTATOR)
104         {
105                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
106                 {
107                         self.realowner.cnt = WEP_DEVASTATOR;
108                         ATTACK_FINISHED(self.realowner) = time;
109                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
110                 }
111         }
112         remove(self);
113 }
114
115 void W_Devastator_DoRemoteExplode(void)
116 {
117         W_Devastator_Unregister();
118
119         self.event_damage = func_null;
120         self.takedamage = DAMAGE_NO;
121
122         float handled_as_rocketjump = FALSE;
123
124         entity head = WarpZone_FindRadius(
125                 self.origin,
126                 WEP_CVAR(devastator, remote_jump_radius),
127                 FALSE
128         );
129         
130         while(head)
131         {
132                 if(head.takedamage && (head == self.realowner))
133                 {
134                         float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
135                         if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
136                         {
137                                 head.velocity_x *= 0.9;
138                                 head.velocity_y *= 0.9;
139                                 head.velocity_z = bound(
140                                         WEP_CVAR(devastator, remote_jump_velocity_z_min),
141                                         head.velocity_z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
142                                         WEP_CVAR(devastator, remote_jump_velocity_z_max)
143                                 );
144
145                                 handled_as_rocketjump = TRUE;
146                                 RadiusDamage(
147                                         self,
148                                         head,
149                                         WEP_CVAR(devastator, remote_jump_damage),
150                                         WEP_CVAR(devastator, remote_jump_damage),
151                                         WEP_CVAR(devastator, remote_jump_radius),
152                                         world,
153                                         head,
154                                         0,
155                                         self.projectiledeathtype | HITTYPE_BOUNCE,
156                                         world
157                                 );
158                                 break;
159                         }
160                 }
161                 head = head.chain;
162         }
163
164         RadiusDamage(
165                 self,
166                 self.realowner,
167                 WEP_CVAR(devastator, remote_damage),
168                 WEP_CVAR(devastator, remote_edgedamage),
169                 WEP_CVAR(devastator, remote_radius),
170                 (handled_as_rocketjump ? head : world),
171                 world,
172                 WEP_CVAR(devastator, remote_force),
173                 self.projectiledeathtype | HITTYPE_BOUNCE,
174                 world
175         );
176
177         if(self.realowner.weapon == WEP_DEVASTATOR)
178         {
179                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
180                 {
181                         self.realowner.cnt = WEP_DEVASTATOR;
182                         ATTACK_FINISHED(self.realowner) = time;
183                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
184                 }
185         }
186         remove(self);
187 }
188
189 void W_Devastator_RemoteExplode(void)
190 {
191         if(self.realowner.deadflag == DEAD_NO)
192         if(self.realowner.lastrocket)
193         {
194                 if((self.spawnshieldtime >= 0)
195                         ? (time >= self.spawnshieldtime) // timer
196                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
197                 )
198                 {
199                         W_Devastator_DoRemoteExplode();
200                 }
201         }
202 }
203
204 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
205 {
206         if(thisdir * goaldir > maxturn_cos)
207                 return goaldir;
208         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
209                 return thisdir; // refuse to guide (better than letting a numerical error happen)
210         float f, m2;
211         vector v;
212         // solve:
213         //   g = normalize(thisdir + goaldir * X)
214         //   thisdir * g = maxturn
215         //
216         //   gg = thisdir + goaldir * X
217         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
218         //
219         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
220         f = thisdir * goaldir;
221         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
222         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
223         m2 = maxturn_cos * maxturn_cos;
224         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
225         return normalize(thisdir + goaldir * v_y); // the larger solution!
226 }
227 // assume thisdir == -goaldir:
228 //   f == -1
229 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
230 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
231 //   x^2 - 2 * x + 1 = 0
232 //   (x - 1)^2 = 0
233 //   x = 1
234 //   normalize(thisdir + goaldir)
235 //   normalize(0)
236
237 void W_Devastator_Think(void)
238 {
239         vector desireddir, olddir, newdir, desiredorigin, goal;
240         float velspeed, f;
241         self.nextthink = time;
242         if(time > self.cnt)
243         {
244                 other = world;
245                 self.projectiledeathtype |= HITTYPE_BOUNCE;
246                 W_Devastator_Explode();
247                 return;
248         }
249
250         // accelerate
251         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
252         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
253         if(velspeed > 0)
254                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
255
256         // laser guided, or remote detonation
257         if(self.realowner.weapon == WEP_DEVASTATOR)
258         {
259                 if(self == self.realowner.lastrocket)
260                 if(!self.realowner.rl_release)
261                 if(!self.BUTTON_ATCK2)
262                 if(WEP_CVAR(devastator, guiderate))
263                 if(time > self.pushltime)
264                 if(self.realowner.deadflag == DEAD_NO)
265                 {
266                         f = WEP_CVAR(devastator, guideratedelay);
267                         if(f)
268                                 f = bound(0, (time - self.pushltime) / f, 1);
269                         else
270                                 f = 1;
271
272                         velspeed = vlen(self.velocity);
273
274                         makevectors(self.realowner.v_angle);
275                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
276                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
277                         olddir = normalize(self.velocity);
278
279                         // now it gets tricky... we want to move like some curve to approximate the target direction
280                         // but we are limiting the rate at which we can turn!
281                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
282                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
283
284                         self.velocity = newdir * velspeed;
285                         self.angles = vectoangles(self.velocity);
286
287                         if(!self.count)
288                         {
289                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
290                                 // TODO add a better sound here
291                                 sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
292                                 self.count = 1;
293                         }
294                 }
295
296                 if(self.rl_detonate_later)
297                         W_Devastator_RemoteExplode();
298         }
299
300         if(self.csqcprojectile_clientanimate == 0)
301                 UpdateCSQCProjectile(self);
302 }
303
304 void W_Devastator_Touch(void)
305 {
306         if(WarpZone_Projectile_Touch())
307         {
308                 if(wasfreed(self))
309                         W_Devastator_Unregister();
310                 return;
311         }
312         W_Devastator_Unregister();
313         W_Devastator_Explode();
314 }
315
316 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
317 {
318         if(self.health <= 0)
319                 return;
320         
321         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
322                 return; // g_projectiles_damage says to halt
323                 
324         self.health = self.health - damage;
325         self.angles = vectoangles(self.velocity);
326         
327         if(self.health <= 0)
328                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
329 }
330
331 void W_Devastator_Attack(void)
332 {
333         entity missile;
334         entity flash;
335
336         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
337
338         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
339         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
340
341         missile = WarpZone_RefSys_SpawnSameRefSys(self);
342         missile.owner = missile.realowner = self;
343         self.lastrocket = missile;
344         if(WEP_CVAR(devastator, detonatedelay) >= 0)
345                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
346         else
347                 missile.spawnshieldtime = -1;
348         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
349         missile.classname = "rocket";
350         missile.bot_dodge = TRUE;
351         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
352
353         missile.takedamage = DAMAGE_YES;
354         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
355         missile.health = WEP_CVAR(devastator, health);
356         missile.event_damage = W_Devastator_Damage;
357         missile.damagedbycontents = TRUE;
358
359         missile.movetype = MOVETYPE_FLY;
360         PROJECTILE_MAKETRIGGER(missile);
361         missile.projectiledeathtype = WEP_DEVASTATOR;
362         setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
363
364         setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
365         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
366         missile.angles = vectoangles(missile.velocity);
367
368         missile.touch = W_Devastator_Touch;
369         missile.think = W_Devastator_Think;
370         missile.nextthink = time;
371         missile.cnt = time + WEP_CVAR(devastator, lifetime);
372         missile.flags = FL_PROJECTILE;
373         missile.missile_flags = MIF_SPLASH; 
374
375         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
376
377         // muzzle flash for 1st person view
378         flash = spawn();
379         setmodel(flash, "models/flash.md3"); // precision set below
380         SUB_SetFade(flash, time, 0.1);
381         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
382         W_AttachToShotorg(flash, '5 0 0');
383
384         // common properties
385         other = missile; MUTATOR_CALLHOOK(EditProjectile);
386 }
387
388 float W_Devastator(float req)
389 {
390         entity rock;
391         float rockfound;
392         float ammo_amount;
393         switch(req)
394         {
395                 #if 0
396                 case WR_AIM:
397                 {
398                         // aim and decide to fire if appropriate
399                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
400                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
401                         {
402                                 // decide whether to detonate rockets
403                                 entity missile, targetlist, targ;
404                                 targetlist = findchainfloat(bot_attack, TRUE);
405                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
406                                 {
407                                         targ = targetlist;
408                                         while(targ)
409                                         {
410                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
411                                                 {
412                                                         self.BUTTON_ATCK2 = TRUE;
413                                                         break;
414                                                 }
415                                                 targ = targ.chain;
416                                         }
417                                 }
418                                 
419                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
420                         }
421                         
422                         return TRUE;
423                 }
424                 #else
425                 case WR_AIM:
426                 {
427                         // aim and decide to fire if appropriate
428                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
429                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
430                         {
431                                 // decide whether to detonate rockets
432                                 entity missile, targetlist, targ;
433                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
434                                 float selfdamage, teamdamage, enemydamage;
435                                 edgedamage = WEP_CVAR(devastator, edgedamage);
436                                 coredamage = WEP_CVAR(devastator, damage);
437                                 edgeradius = WEP_CVAR(devastator, radius);
438                                 recipricoledgeradius = 1 / edgeradius;
439                                 selfdamage = 0;
440                                 teamdamage = 0;
441                                 enemydamage = 0;
442                                 targetlist = findchainfloat(bot_attack, TRUE);
443                                 missile = find(world, classname, "rocket");
444                                 while(missile)
445                                 {
446                                         if(missile.realowner != self)
447                                         {
448                                                 missile = find(missile, classname, "rocket");
449                                                 continue;
450                                         }
451                                         targ = targetlist;
452                                         while(targ)
453                                         {
454                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
455                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
456                                                 // count potential damage according to type of target
457                                                 if(targ == self)
458                                                         selfdamage = selfdamage + d;
459                                                 else if(targ.team == self.team && teamplay)
460                                                         teamdamage = teamdamage + d;
461                                                 else if(bot_shouldattack(targ))
462                                                         enemydamage = enemydamage + d;
463                                                 targ = targ.chain;
464                                         }
465                                         missile = find(missile, classname, "rocket");
466                                 }
467                                 float desirabledamage;
468                                 desirabledamage = enemydamage;
469                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
470                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
471                                 if(teamplay && self.team)
472                                         desirabledamage = desirabledamage - teamdamage;
473
474                                 missile = find(world, classname, "rocket");
475                                 while(missile)
476                                 {
477                                         if(missile.realowner != self)
478                                         {
479                                                 missile = find(missile, classname, "rocket");
480                                                 continue;
481                                         }
482                                         makevectors(missile.v_angle);
483                                         targ = targetlist;
484                                         if(skill > 9) // normal players only do this for the target they are tracking
485                                         {
486                                                 targ = targetlist;
487                                                 while(targ)
488                                                 {
489                                                         if(
490                                                                 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
491                                                                 && desirabledamage > 0.1*coredamage
492                                                         )self.BUTTON_ATCK2 = TRUE;
493                                                         targ = targ.chain;
494                                                 }
495                                         }else{
496                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
497                                                 //As the distance gets larger, a correct detonation gets near imposible
498                                                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
499                                                 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
500                                                         if(IS_PLAYER(self.enemy))
501                                                                 if(desirabledamage >= 0.1*coredamage)
502                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
503                                                                                 self.BUTTON_ATCK2 = TRUE;
504                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
505                                         }
506
507                                         missile = find(missile, classname, "rocket");
508                                 }
509                                 // if we would be doing at X percent of the core damage, detonate it
510                                 // but don't fire a new shot at the same time!
511                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
512                                         self.BUTTON_ATCK2 = TRUE;
513                                 if((skill > 6.5) && (selfdamage > self.health))
514                                         self.BUTTON_ATCK2 = FALSE;
515                                 //if(self.BUTTON_ATCK2 == TRUE)
516                                 //      dprint(ftos(desirabledamage),"\n");
517                                 if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
518                         }
519                         
520                         return TRUE;
521                 }
522                 #endif
523                 case WR_THINK:
524                 {
525                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
526                                 WEP_ACTION(self.weapon, WR_RELOAD);
527                         else
528                         {
529                                 if(self.BUTTON_ATCK)
530                                 {
531                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
532                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
533                                         {
534                                                 W_Devastator_Attack();
535                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
536                                                 self.rl_release = 0;
537                                         }
538                                 }
539                                 else
540                                         self.rl_release = 1;
541
542                                 if(self.BUTTON_ATCK2)
543                                 {
544                                         rockfound = 0;
545                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
546                                         {
547                                                 if(!rock.rl_detonate_later)
548                                                 {
549                                                         rock.rl_detonate_later = TRUE;
550                                                         rockfound = 1;
551                                                 }
552                                         }
553                                         if(rockfound)
554                                                 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
555                                 }
556                         }
557                         
558                         return TRUE;
559                 }
560                 case WR_INIT:
561                 {
562                         if(autocvar_sv_precacheweapons)
563                         {
564                                 precache_model("models/flash.md3");
565                                 precache_model("models/weapons/g_rl.md3");
566                                 precache_model("models/weapons/v_rl.md3");
567                                 precache_model("models/weapons/h_rl.iqm");
568                                 precache_sound("weapons/rocket_det.wav");
569                                 precache_sound("weapons/rocket_fire.wav");
570                                 precache_sound("weapons/rocket_mode.wav");
571                         }
572                         DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
573                         return TRUE;
574                 }
575                 case WR_SETUP:
576                 {
577                         self.rl_release = 1;
578                         return TRUE;
579                 }
580                 case WR_CHECKAMMO1:
581                 {
582                         #if 0
583                         // don't switch while guiding a missile
584                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
585                         {
586                                 ammo_amount = FALSE;
587                                 if(WEP_CVAR(devastator, reload_ammo))
588                                 {
589                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
590                                                 ammo_amount = TRUE;
591                                 }
592                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
593                                         ammo_amount = TRUE;
594                                 return !ammo_amount;
595                         }
596                         #endif
597                         #if 0
598                         if(self.rl_release == 0)
599                         {
600                                 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
601                                 return TRUE;
602                         }
603                         else
604                         {
605                                 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
606                                 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
607                                 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
608                                 return ammo_amount;
609                         }
610                         #else
611                         ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
612                         ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
613                         return ammo_amount;
614                         #endif
615                 }
616                 case WR_CHECKAMMO2:
617                 {
618                         return FALSE;
619                 }
620                 case WR_CONFIG:
621                 {
622                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
623                         return TRUE;
624                 }
625                 case WR_RESETPLAYER:
626                 {
627                         self.rl_release = 0;
628                         return TRUE;
629                 }
630                 case WR_RELOAD:
631                 {
632                         W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
633                         return TRUE;
634                 }
635                 case WR_SUICIDEMESSAGE:
636                 {
637                         return WEAPON_DEVASTATOR_SUICIDE;
638                 }
639                 case WR_KILLMESSAGE:
640                 {
641                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
642                                 return WEAPON_DEVASTATOR_MURDER_SPLASH;
643                         else
644                                 return WEAPON_DEVASTATOR_MURDER_DIRECT;
645                 }
646         }
647         return FALSE;
648 }
649 #endif
650 #ifdef CSQC
651 float W_Devastator(float req)
652 {
653         switch(req)
654         {
655                 case WR_IMPACTEFFECT:
656                 {
657                         vector org2;
658                         org2 = w_org + w_backoff * 12;
659                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
660                         if(!w_issilent)
661                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
662                                 
663                         return TRUE;
664                 }
665                 case WR_INIT:
666                 {
667                         precache_sound("weapons/rocket_impact.wav");
668                         return TRUE;
669                 }
670                 case WR_ZOOMRETICLE:
671                 {
672                         // no weapon specific image for this weapon
673                         return FALSE;
674                 }
675         }
676         return FALSE;
677 }
678 #endif
679 #endif