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");
10 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
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"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, NONE) \
21 P(class, prefix, animtime, float, NONE) \
22 P(class, prefix, damageforcescale, float, NONE) \
23 P(class, prefix, damage, float, NONE) \
24 P(class, prefix, detonatedelay, float, NONE) \
25 P(class, prefix, edgedamage, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, guidedelay, float, NONE) \
28 P(class, prefix, guidegoal, float, NONE) \
29 P(class, prefix, guideratedelay, float, NONE) \
30 P(class, prefix, guiderate, float, NONE) \
31 P(class, prefix, guidestop, float, NONE) \
32 P(class, prefix, health, float, NONE) \
33 P(class, prefix, lifetime, float, NONE) \
34 P(class, prefix, radius, float, NONE) \
35 P(class, prefix, refire, float, NONE) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, remote_damage, float, NONE) \
39 P(class, prefix, remote_edgedamage, float, NONE) \
40 P(class, prefix, remote_force, float, NONE) \
41 P(class, prefix, remote_jump_damage, float, NONE) \
42 P(class, prefix, remote_jump_radius, float, NONE) \
43 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
44 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
45 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
46 P(class, prefix, remote_radius, float, NONE) \
47 P(class, prefix, speedaccel, float, NONE) \
48 P(class, prefix, speedstart, float, NONE) \
49 P(class, prefix, speed, float, NONE) \
50 P(class, prefix, switchdelay_drop, float, NONE) \
51 P(class, prefix, switchdelay_raise, float, NONE) \
52 P(class, prefix, weaponreplace, string,NONE) \
53 P(class, prefix, weaponstartoverride, float, NONE) \
54 P(class, prefix, weaponstart, float, NONE) \
55 P(class, prefix, weaponthrowable, float, NONE) \
57 W_PROPS(X, Devastator, devastator)
61 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
65 .float rl_detonate_later;
70 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
71 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
75 void W_Devastator_Unregister(entity this)
77 if(this.realowner && this.realowner.lastrocket == this)
79 this.realowner.lastrocket = NULL;
80 // this.realowner.rl_release = 1;
84 void W_Devastator_Explode(entity this, entity directhitentity)
86 W_Devastator_Unregister(this);
88 if(directhitentity.takedamage == DAMAGE_AIM)
89 if(IS_PLAYER(directhitentity))
90 if(DIFF_TEAM(this.realowner, directhitentity))
91 if(!IS_DEAD(directhitentity))
92 if(IsFlying(directhitentity))
93 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
95 this.event_damage = func_null;
96 this.takedamage = DAMAGE_NO;
101 WEP_CVAR(devastator, damage),
102 WEP_CVAR(devastator, edgedamage),
103 WEP_CVAR(devastator, radius),
106 WEP_CVAR(devastator, force),
107 this.projectiledeathtype,
111 Weapon thiswep = WEP_DEVASTATOR;
112 if(PS(this.realowner).m_weapon == thiswep)
114 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
115 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
117 this.realowner.cnt = WEP_DEVASTATOR.m_id;
118 int slot = 0; // TODO: unhardcode
119 ATTACK_FINISHED(this.realowner, slot) = time;
120 PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
126 void W_Devastator_Explode_think(entity this)
128 W_Devastator_Explode(this, NULL);
131 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
133 W_Devastator_Unregister(this);
135 this.event_damage = func_null;
136 this.takedamage = DAMAGE_NO;
138 float handled_as_rocketjump = false;
140 entity head = WarpZone_FindRadius(
142 WEP_CVAR(devastator, remote_jump_radius),
148 if(head.takedamage && (head == this.realowner))
150 float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
151 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
153 // we handled this as a rocketjump :)
154 handled_as_rocketjump = true;
157 head.velocity_x *= 0.9;
158 head.velocity_y *= 0.9;
159 head.velocity_z = bound(
160 WEP_CVAR(devastator, remote_jump_velocity_z_min),
161 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
162 WEP_CVAR(devastator, remote_jump_velocity_z_max)
169 WEP_CVAR(devastator, remote_jump_damage),
170 WEP_CVAR(devastator, remote_jump_damage),
171 WEP_CVAR(devastator, remote_jump_radius),
175 this.projectiledeathtype | HITTYPE_BOUNCE,
187 WEP_CVAR(devastator, remote_damage),
188 WEP_CVAR(devastator, remote_edgedamage),
189 WEP_CVAR(devastator, remote_radius),
190 (handled_as_rocketjump ? head : NULL),
192 WEP_CVAR(devastator, remote_force),
193 this.projectiledeathtype | HITTYPE_BOUNCE,
197 Weapon thiswep = WEP_DEVASTATOR;
198 if(PS(this.realowner).m_weapon == thiswep)
200 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
201 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
203 this.realowner.cnt = WEP_DEVASTATOR.m_id;
204 int slot = weaponslot(weaponentity);
205 ATTACK_FINISHED(this.realowner, slot) = time;
206 PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
212 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
214 if(!IS_DEAD(this.realowner))
215 if(this.realowner.lastrocket)
217 if((this.spawnshieldtime >= 0)
218 ? (time >= this.spawnshieldtime) // timer
219 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
222 W_Devastator_DoRemoteExplode(this, weaponentity);
227 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
229 if(thisdir * goaldir > maxturn_cos)
231 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
232 return thisdir; // refuse to guide (better than letting a numerical error happen)
236 // g = normalize(thisdir + goaldir * X)
237 // thisdir * g = maxturn
239 // gg = thisdir + goaldir * X
240 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
242 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
243 f = thisdir * goaldir;
244 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
245 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
246 m2 = maxturn_cos * maxturn_cos;
247 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
248 return normalize(thisdir + goaldir * v.y); // the larger solution!
250 // assume thisdir == -goaldir:
252 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
253 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
254 // x^2 - 2 * x + 1 = 0
257 // normalize(thisdir + goaldir)
260 void W_Devastator_Think(entity this)
262 vector desireddir, olddir, newdir, desiredorigin, goal;
264 this.nextthink = time;
267 this.projectiledeathtype |= HITTYPE_BOUNCE;
268 W_Devastator_Explode(this, NULL);
273 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
274 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
276 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
278 // laser guided, or remote detonation
279 if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
281 if(this == this.realowner.lastrocket)
282 if(!this.realowner.rl_release)
283 if(!PHYS_INPUT_BUTTON_ATCK2(this))
284 if(WEP_CVAR(devastator, guiderate))
285 if(time > this.pushltime)
286 if(!IS_DEAD(this.realowner))
288 f = WEP_CVAR(devastator, guideratedelay);
290 f = bound(0, (time - this.pushltime) / f, 1);
294 velspeed = vlen(this.velocity);
296 makevectors(this.realowner.v_angle);
297 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
298 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
299 olddir = normalize(this.velocity);
301 // now it gets tricky... we want to move like some curve to approximate the target direction
302 // but we are limiting the rate at which we can turn!
303 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
304 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
306 this.velocity = newdir * velspeed;
307 this.angles = vectoangles(this.velocity);
311 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
312 // TODO add a better sound here
313 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
318 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
319 if(this.rl_detonate_later)
320 W_Devastator_RemoteExplode(this, weaponentity);
323 if(this.csqcprojectile_clientanimate == 0)
324 UpdateCSQCProjectile(this);
327 void W_Devastator_Touch(entity this, entity toucher)
329 if(WarpZone_Projectile_Touch(this, toucher))
332 W_Devastator_Unregister(this);
335 W_Devastator_Unregister(this);
336 W_Devastator_Explode(this, toucher);
339 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
344 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
345 return; // g_projectiles_damage says to halt
347 this.health = this.health - damage;
348 this.angles = vectoangles(this.velocity);
351 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
354 void W_Devastator_Attack(Weapon thiswep, entity actor)
356 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
358 W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
359 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
361 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
362 missile.owner = missile.realowner = actor;
363 actor.lastrocket = missile;
364 if(WEP_CVAR(devastator, detonatedelay) >= 0)
365 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
367 missile.spawnshieldtime = -1;
368 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
369 missile.classname = "rocket";
370 missile.bot_dodge = true;
371 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
373 missile.takedamage = DAMAGE_YES;
374 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
375 missile.health = WEP_CVAR(devastator, health);
376 missile.event_damage = W_Devastator_Damage;
377 missile.damagedbycontents = true;
379 set_movetype(missile, MOVETYPE_FLY);
380 PROJECTILE_MAKETRIGGER(missile);
381 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
382 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
384 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
385 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
386 missile.angles = vectoangles(missile.velocity);
388 settouch(missile, W_Devastator_Touch);
389 setthink(missile, W_Devastator_Think);
390 missile.nextthink = time;
391 missile.cnt = time + WEP_CVAR(devastator, lifetime);
392 missile.flags = FL_PROJECTILE;
393 missile.missile_flags = MIF_SPLASH;
395 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
397 // muzzle flash for 1st person view
398 entity flash = spawn();
399 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
400 SUB_SetFade(flash, time, 0.1);
401 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
402 W_AttachToShotorg(actor, flash, '5 0 0');
405 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
409 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
412 // aim and decide to fire if appropriate
413 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
414 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
416 // decide whether to detonate rockets
417 entity missile, targetlist, targ;
418 targetlist = findchainfloat(bot_attack, true);
419 for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
424 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
426 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
433 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
437 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
439 // aim and decide to fire if appropriate
440 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
441 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
443 // decide whether to detonate rockets
444 entity targetlist, targ;
445 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
446 float selfdamage, teamdamage, enemydamage;
447 edgedamage = WEP_CVAR(devastator, edgedamage);
448 coredamage = WEP_CVAR(devastator, damage);
449 edgeradius = WEP_CVAR(devastator, radius);
450 recipricoledgeradius = 1 / edgeradius;
454 targetlist = findchainfloat(bot_attack, true);
455 FOREACH_ENTITY_ENT(realowner, actor,
457 if(it.classname != "rocket") continue;
462 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
463 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
464 // count potential damage according to type of target
466 selfdamage = selfdamage + d;
467 else if(targ.team == actor.team && teamplay)
468 teamdamage = teamdamage + d;
469 else if(bot_shouldattack(actor, targ))
470 enemydamage = enemydamage + d;
474 float desirabledamage;
475 desirabledamage = enemydamage;
476 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
477 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
478 if(teamplay && actor.team)
479 desirabledamage = desirabledamage - teamdamage;
481 FOREACH_ENTITY_ENT(realowner, actor,
483 if(it.classname != "rocket") continue;
485 makevectors(it.v_angle);
487 if(skill > 9) // normal players only do this for the target they are tracking
493 (v_forward * normalize(it.origin - targ.origin)< 0.1)
494 && desirabledamage > 0.1*coredamage
495 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
501 float distance; distance= bound(300,vlen(actor.origin-actor.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(it.origin - actor.enemy.origin)< 0.1)
505 if(IS_PLAYER(actor.enemy))
506 if(desirabledamage >= 0.1*coredamage)
507 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
508 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
509 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
512 // if we would be doing at X percent of the core damage, detonate it
513 // but don't fire a new shot at the same time!
514 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
515 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
516 if((skill > 6.5) && (selfdamage > actor.health))
517 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
518 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
519 // dprint(ftos(desirabledamage),"\n");
520 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
524 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
526 if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
527 thiswep.wr_reload(thiswep, actor, weaponentity);
531 if(actor.rl_release || WEP_CVAR(devastator, guidestop))
532 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
534 W_Devastator_Attack(thiswep, actor);
535 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
536 actor.rl_release = 0;
540 actor.rl_release = 1;
543 if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
546 bool rockfound = false;
547 for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
549 if(!rock.rl_detonate_later)
551 rock.rl_detonate_later = true;
556 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
560 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
562 actor.rl_release = 1;
564 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
567 // don't switch while guiding a missile
568 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
571 if(WEP_CVAR(devastator, reload_ammo))
573 if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
576 else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
582 if(actor.rl_release == 0)
584 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
589 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
590 ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
591 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
595 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
596 ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
600 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
604 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
606 actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
607 actor.rl_release = 0;
609 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
611 W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
613 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
615 return WEAPON_DEVASTATOR_SUICIDE;
617 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
619 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
620 return WEAPON_DEVASTATOR_MURDER_SPLASH;
622 return WEAPON_DEVASTATOR_MURDER_DIRECT;
628 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
631 org2 = w_org + w_backoff * 12;
632 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
634 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);