1 #include "devastator.qh"
3 CLASS(Devastator, Weapon)
4 /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(Devastator, impulse, int, 9);
6 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
9 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
11 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
13 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
14 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
15 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
16 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
17 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, NONE) \
22 P(class, prefix, animtime, float, NONE) \
23 P(class, prefix, damageforcescale, float, NONE) \
24 P(class, prefix, damage, float, NONE) \
25 P(class, prefix, detonatedelay, float, NONE) \
26 P(class, prefix, edgedamage, float, NONE) \
27 P(class, prefix, force, float, NONE) \
28 P(class, prefix, guidedelay, float, NONE) \
29 P(class, prefix, guidegoal, float, NONE) \
30 P(class, prefix, guideratedelay, float, NONE) \
31 P(class, prefix, guiderate, float, NONE) \
32 P(class, prefix, guidestop, float, NONE) \
33 P(class, prefix, health, float, NONE) \
34 P(class, prefix, lifetime, float, NONE) \
35 P(class, prefix, radius, float, NONE) \
36 P(class, prefix, refire, float, NONE) \
37 P(class, prefix, reload_ammo, float, NONE) \
38 P(class, prefix, reload_time, float, NONE) \
39 P(class, prefix, remote_damage, float, NONE) \
40 P(class, prefix, remote_edgedamage, float, NONE) \
41 P(class, prefix, remote_force, float, NONE) \
42 P(class, prefix, remote_jump_damage, float, NONE) \
43 P(class, prefix, remote_jump_radius, float, NONE) \
44 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
45 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
46 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
47 P(class, prefix, remote_radius, float, NONE) \
48 P(class, prefix, speedaccel, float, NONE) \
49 P(class, prefix, speedstart, float, NONE) \
50 P(class, prefix, speed, float, NONE) \
51 P(class, prefix, switchdelay_drop, float, NONE) \
52 P(class, prefix, switchdelay_raise, float, NONE) \
53 P(class, prefix, weaponreplace, string,NONE) \
54 P(class, prefix, weaponstartoverride, float, NONE) \
55 P(class, prefix, weaponstart, float, NONE) \
56 P(class, prefix, weaponthrowable, float, NONE) \
58 W_PROPS(X, Devastator, devastator)
62 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
65 .float rl_release[MAX_WEAPONSLOTS];
66 .float rl_detonate_later;
71 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
72 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
76 void W_Devastator_Unregister(entity this)
78 if(this.realowner && this.realowner.lastrocket == this)
80 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
82 .entity weaponentity = weaponentities[slot];
83 if(this.realowner.(weaponentity).lastrocket == this)
84 this.realowner.(weaponentity).lastrocket = NULL;
86 // this.realowner.rl_release = 1;
90 void W_Devastator_Explode(entity this, entity directhitentity)
92 W_Devastator_Unregister(this);
94 if(directhitentity.takedamage == DAMAGE_AIM)
95 if(IS_PLAYER(directhitentity))
96 if(DIFF_TEAM(this.realowner, directhitentity))
97 if(!IS_DEAD(directhitentity))
98 if(IsFlying(directhitentity))
99 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
101 this.event_damage = func_null;
102 this.takedamage = DAMAGE_NO;
107 WEP_CVAR(devastator, damage),
108 WEP_CVAR(devastator, edgedamage),
109 WEP_CVAR(devastator, radius),
112 WEP_CVAR(devastator, force),
113 this.projectiledeathtype,
117 Weapon thiswep = WEP_DEVASTATOR;
118 .entity weaponentity = this.weaponentity_fld;
119 if(this.realowner.(weaponentity).m_weapon == thiswep)
121 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
122 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
124 this.realowner.cnt = WEP_DEVASTATOR.m_id;
125 int slot = weaponslot(weaponentity);
126 ATTACK_FINISHED(this.realowner, slot) = time;
127 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
133 void W_Devastator_Explode_think(entity this)
135 W_Devastator_Explode(this, NULL);
138 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
140 W_Devastator_Unregister(this);
142 this.event_damage = func_null;
143 this.takedamage = DAMAGE_NO;
145 float handled_as_rocketjump = false;
147 entity head = WarpZone_FindRadius(
149 WEP_CVAR(devastator, remote_jump_radius),
155 if(head.takedamage && (head == this.realowner))
157 float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
158 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
160 // we handled this as a rocketjump :)
161 handled_as_rocketjump = true;
164 head.velocity_x *= 0.9;
165 head.velocity_y *= 0.9;
166 head.velocity_z = bound(
167 WEP_CVAR(devastator, remote_jump_velocity_z_min),
168 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
169 WEP_CVAR(devastator, remote_jump_velocity_z_max)
176 WEP_CVAR(devastator, remote_jump_damage),
177 WEP_CVAR(devastator, remote_jump_damage),
178 WEP_CVAR(devastator, remote_jump_radius),
182 this.projectiledeathtype | HITTYPE_BOUNCE,
194 WEP_CVAR(devastator, remote_damage),
195 WEP_CVAR(devastator, remote_edgedamage),
196 WEP_CVAR(devastator, remote_radius),
197 (handled_as_rocketjump ? head : NULL),
199 WEP_CVAR(devastator, remote_force),
200 this.projectiledeathtype | HITTYPE_BOUNCE,
204 Weapon thiswep = WEP_DEVASTATOR;
205 if(this.realowner.(weaponentity).m_weapon == thiswep)
207 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
208 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
210 this.realowner.cnt = WEP_DEVASTATOR.m_id;
211 int slot = weaponslot(weaponentity);
212 ATTACK_FINISHED(this.realowner, slot) = time;
213 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
219 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
221 if(!IS_DEAD(this.realowner))
222 if(this.realowner.(weaponentity).lastrocket)
224 if((this.spawnshieldtime >= 0)
225 ? (time >= this.spawnshieldtime) // timer
226 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
229 W_Devastator_DoRemoteExplode(this, weaponentity);
234 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
236 if(thisdir * goaldir > maxturn_cos)
238 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
239 return thisdir; // refuse to guide (better than letting a numerical error happen)
243 // g = normalize(thisdir + goaldir * X)
244 // thisdir * g = maxturn
246 // gg = thisdir + goaldir * X
247 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
249 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
250 f = thisdir * goaldir;
251 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
252 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
253 m2 = maxturn_cos * maxturn_cos;
254 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
255 return normalize(thisdir + goaldir * v.y); // the larger solution!
257 // assume thisdir == -goaldir:
259 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
260 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
261 // x^2 - 2 * x + 1 = 0
264 // normalize(thisdir + goaldir)
267 void W_Devastator_Think(entity this)
269 vector desireddir, olddir, newdir, desiredorigin, goal;
271 this.nextthink = time;
274 this.projectiledeathtype |= HITTYPE_BOUNCE;
275 W_Devastator_Explode(this, NULL);
280 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
281 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
283 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
285 // laser guided, or remote detonation
286 .entity weaponentity = this.weaponentity_fld;
287 if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
289 int slot = weaponslot(weaponentity);
291 if(this == this.realowner.(weaponentity).lastrocket)
292 if(!this.realowner.rl_release[slot])
293 if(!PHYS_INPUT_BUTTON_ATCK2(this))
294 if(WEP_CVAR(devastator, guiderate))
295 if(time > this.pushltime)
296 if(!IS_DEAD(this.realowner))
298 f = WEP_CVAR(devastator, guideratedelay);
300 f = bound(0, (time - this.pushltime) / f, 1);
304 velspeed = vlen(this.velocity);
306 makevectors(this.realowner.v_angle);
307 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
308 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
309 olddir = normalize(this.velocity);
311 // now it gets tricky... we want to move like some curve to approximate the target direction
312 // but we are limiting the rate at which we can turn!
313 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
314 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
316 this.velocity = newdir * velspeed;
317 this.angles = vectoangles(this.velocity);
321 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
322 // TODO add a better sound here
323 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
328 if(this.rl_detonate_later)
329 W_Devastator_RemoteExplode(this, weaponentity);
332 if(this.csqcprojectile_clientanimate == 0)
333 UpdateCSQCProjectile(this);
336 void W_Devastator_Touch(entity this, entity toucher)
338 if(WarpZone_Projectile_Touch(this, toucher))
341 W_Devastator_Unregister(this);
344 W_Devastator_Unregister(this);
345 W_Devastator_Explode(this, toucher);
348 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
353 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
354 return; // g_projectiles_damage says to halt
356 this.health = this.health - damage;
357 this.angles = vectoangles(this.velocity);
360 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
363 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
365 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
367 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
368 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
370 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
371 missile.weaponentity_fld = weaponentity;
372 missile.owner = missile.realowner = actor;
373 actor.(weaponentity).lastrocket = missile;
374 if(WEP_CVAR(devastator, detonatedelay) >= 0)
375 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
377 missile.spawnshieldtime = -1;
378 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
379 missile.classname = "rocket";
380 missile.bot_dodge = true;
381 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
383 missile.takedamage = DAMAGE_YES;
384 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
385 missile.health = WEP_CVAR(devastator, health);
386 missile.event_damage = W_Devastator_Damage;
387 missile.damagedbycontents = true;
389 set_movetype(missile, MOVETYPE_FLY);
390 PROJECTILE_MAKETRIGGER(missile);
391 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
392 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
394 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
395 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
396 missile.angles = vectoangles(missile.velocity);
398 settouch(missile, W_Devastator_Touch);
399 setthink(missile, W_Devastator_Think);
400 missile.nextthink = time;
401 missile.cnt = time + WEP_CVAR(devastator, lifetime);
402 missile.flags = FL_PROJECTILE;
403 IL_PUSH(g_projectiles, missile);
404 IL_PUSH(g_bot_dodge, missile);
405 missile.missile_flags = MIF_SPLASH;
407 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
409 // muzzle flash for 1st person view
410 entity flash = spawn();
411 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
412 SUB_SetFade(flash, time, 0.1);
413 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
414 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
417 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
420 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
422 // aim and decide to fire if appropriate
423 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
424 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
426 // decide whether to detonate rockets
427 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
428 float selfdamage, teamdamage, enemydamage;
429 edgedamage = WEP_CVAR(devastator, edgedamage);
430 coredamage = WEP_CVAR(devastator, damage);
431 edgeradius = WEP_CVAR(devastator, radius);
432 recipricoledgeradius = 1 / edgeradius;
436 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
439 IL_EACH(g_bot_targets, it.bot_attack,
441 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
442 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
443 // count potential damage according to type of target
445 selfdamage = selfdamage + d;
446 else if(SAME_TEAM(it, actor))
447 teamdamage = teamdamage + d;
448 else if(bot_shouldattack(actor, it))
449 enemydamage = enemydamage + d;
452 float desirabledamage;
453 desirabledamage = enemydamage;
454 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
455 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
456 if(teamplay && actor.team)
457 desirabledamage = desirabledamage - teamdamage;
459 makevectors(actor.v_angle);
460 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
462 if(skill > 9) // normal players only do this for the target they are tracking
465 IL_EACH(g_bot_targets, it.bot_attack,
467 if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
468 && desirabledamage > 0.1 * coredamage
469 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
474 //As the distance gets larger, a correct detonation gets near imposible
475 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
476 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
477 && IS_PLAYER(actor.enemy)
478 && (desirabledamage >= 0.1 * coredamage)
481 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
482 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
483 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
487 // if we would be doing at X percent of the core damage, detonate it
488 // but don't fire a new shot at the same time!
489 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
490 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
491 if((skill > 6.5) && (selfdamage > actor.health))
492 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
493 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
494 // dprint(ftos(desirabledamage),"\n");
495 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
499 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
501 if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
502 thiswep.wr_reload(thiswep, actor, weaponentity);
504 int slot = weaponslot(weaponentity);
507 if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
508 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
510 W_Devastator_Attack(thiswep, actor, weaponentity);
511 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
512 actor.rl_release[slot] = 0;
516 actor.rl_release[slot] = 1;
519 if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
521 bool rockfound = false;
522 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
524 if(!it.rl_detonate_later)
526 it.rl_detonate_later = true;
531 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
535 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
537 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
538 actor.rl_release[slot] = 1;
540 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
543 // don't switch while guiding a missile
544 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
547 if(WEP_CVAR(devastator, reload_ammo))
549 if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
552 else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
558 if(actor.rl_release == 0)
560 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
565 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
566 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
567 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"));
571 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
572 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
576 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
580 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
582 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
584 .entity weaponentity = weaponentities[slot];
585 actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
586 actor.rl_release[slot] = 0;
589 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
591 W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
593 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
595 return WEAPON_DEVASTATOR_SUICIDE;
597 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
599 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
600 return WEAPON_DEVASTATOR_MURDER_SPLASH;
602 return WEAPON_DEVASTATOR_MURDER_DIRECT;
608 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
611 org2 = w_org + w_backoff * 12;
612 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
614 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);