X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_devastator.qc;fp=qcsrc%2Fcommon%2Fweapons%2Fw_devastator.qc;h=0000000000000000000000000000000000000000;hb=e2fd71a5add1338f211d84d6b1de8c3a552b76ad;hp=9e5f98a492033c49f1121aa6f72ce30e0793a8b5;hpb=33f268f100a4fb570ba5143195376b704079fdbd;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_devastator.qc b/qcsrc/common/weapons/w_devastator.qc deleted file mode 100644 index 9e5f98a49..000000000 --- a/qcsrc/common/weapons/w_devastator.qc +++ /dev/null @@ -1,684 +0,0 @@ -#ifdef REGISTER_WEAPON -REGISTER_WEAPON( -/* WEP_##id */ DEVASTATOR, -/* function */ W_Devastator, -/* ammotype */ ammo_rockets, -/* impulse */ 9, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_HIGH, -/* color */ '1 1 0', -/* modelname */ "rl", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairrocketlauncher 0.7", -/* wepimg */ "weaponrocketlauncher", -/* refname */ "devastator", -/* wepname */ _("Devastator") -); - -#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator) -#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, ammo) \ - w_cvar(id, sn, NONE, animtime) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, damageforcescale) \ - w_cvar(id, sn, NONE, detonatedelay) \ - w_cvar(id, sn, NONE, edgedamage) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, guidedelay) \ - w_cvar(id, sn, NONE, guidegoal) \ - w_cvar(id, sn, NONE, guiderate) \ - w_cvar(id, sn, NONE, guideratedelay) \ - w_cvar(id, sn, NONE, guidestop) \ - w_cvar(id, sn, NONE, health) \ - w_cvar(id, sn, NONE, lifetime) \ - w_cvar(id, sn, NONE, radius) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, remote_damage) \ - w_cvar(id, sn, NONE, remote_edgedamage) \ - w_cvar(id, sn, NONE, remote_force) \ - w_cvar(id, sn, NONE, remote_jump_damage) \ - w_cvar(id, sn, NONE, remote_jump_radius) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \ - w_cvar(id, sn, NONE, remote_radius) \ - w_cvar(id, sn, NONE, speed) \ - w_cvar(id, sn, NONE, speedaccel) \ - w_cvar(id, sn, NONE, speedstart) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) - -#ifdef SVQC -DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -.float rl_release; -.float rl_detonate_later; -#endif -#else -#ifdef SVQC -void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); } -void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); } - -void W_Devastator_Unregister(void) -{ - if(self.realowner && self.realowner.lastrocket == self) - { - self.realowner.lastrocket = world; - // self.realowner.rl_release = 1; - } -} - -void W_Devastator_Explode(void) -{ - W_Devastator_Unregister(); - - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) - if(IsFlying(other)) - Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); - - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - - RadiusDamage( - self, - self.realowner, - WEP_CVAR(devastator, damage), - WEP_CVAR(devastator, edgedamage), - WEP_CVAR(devastator, radius), - world, - world, - WEP_CVAR(devastator, force), - self.projectiledeathtype, - other - ); - - if(self.realowner.weapon == WEP_DEVASTATOR) - { - if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) - { - self.realowner.cnt = WEP_DEVASTATOR; - ATTACK_FINISHED(self.realowner) = time; - self.realowner.switchweapon = w_getbestweapon(self.realowner); - } - } - remove(self); -} - -void W_Devastator_DoRemoteExplode(void) -{ - W_Devastator_Unregister(); - - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - - float handled_as_rocketjump = false; - - entity head = WarpZone_FindRadius( - self.origin, - WEP_CVAR(devastator, remote_jump_radius), - false - ); - - while(head) - { - if(head.takedamage && (head == self.realowner)) - { - float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest); - if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius)) - { - // we handled this as a rocketjump :) - handled_as_rocketjump = true; - - // modify velocity - head.velocity_x *= 0.9; - head.velocity_y *= 0.9; - head.velocity_z = bound( - WEP_CVAR(devastator, remote_jump_velocity_z_min), - head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add), - WEP_CVAR(devastator, remote_jump_velocity_z_max) - ); - - // now do the damage - RadiusDamage( - self, - head, - WEP_CVAR(devastator, remote_jump_damage), - WEP_CVAR(devastator, remote_jump_damage), - WEP_CVAR(devastator, remote_jump_radius), - world, - head, - 0, - self.projectiledeathtype | HITTYPE_BOUNCE, - world - ); - break; - } - } - head = head.chain; - } - - RadiusDamage( - self, - self.realowner, - WEP_CVAR(devastator, remote_damage), - WEP_CVAR(devastator, remote_edgedamage), - WEP_CVAR(devastator, remote_radius), - (handled_as_rocketjump ? head : world), - world, - WEP_CVAR(devastator, remote_force), - self.projectiledeathtype | HITTYPE_BOUNCE, - world - ); - - if(self.realowner.weapon == WEP_DEVASTATOR) - { - if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) - { - self.realowner.cnt = WEP_DEVASTATOR; - ATTACK_FINISHED(self.realowner) = time; - self.realowner.switchweapon = w_getbestweapon(self.realowner); - } - } - remove(self); -} - -void W_Devastator_RemoteExplode(void) -{ - if(self.realowner.deadflag == DEAD_NO) - if(self.realowner.lastrocket) - { - if((self.spawnshieldtime >= 0) - ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device - ) - { - W_Devastator_DoRemoteExplode(); - } - } -} - -vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos) -{ - if(thisdir * goaldir > maxturn_cos) - return goaldir; - if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite - return thisdir; // refuse to guide (better than letting a numerical error happen) - float f, m2; - vector v; - // solve: - // g = normalize(thisdir + goaldir * X) - // thisdir * g = maxturn - // - // gg = thisdir + goaldir * X - // (thisdir * gg)^2 = maxturn^2 * (gg * gg) - // - // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir) - f = thisdir * goaldir; - // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f) - // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1) - m2 = maxturn_cos * maxturn_cos; - v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1); - return normalize(thisdir + goaldir * v.y); // the larger solution! -} -// assume thisdir == -goaldir: -// f == -1 -// v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1) -// (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0 -// x^2 - 2 * x + 1 = 0 -// (x - 1)^2 = 0 -// x = 1 -// normalize(thisdir + goaldir) -// normalize(0) - -void W_Devastator_Think(void) -{ - vector desireddir, olddir, newdir, desiredorigin, goal; - float velspeed, f; - self.nextthink = time; - if(time > self.cnt) - { - other = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; - W_Devastator_Explode(); - return; - } - - // accelerate - makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0'); - velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward); - if(velspeed > 0) - self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed); - - // laser guided, or remote detonation - if(self.realowner.weapon == WEP_DEVASTATOR) - { - if(self == self.realowner.lastrocket) - if(!self.realowner.rl_release) - if(!self.BUTTON_ATCK2) - if(WEP_CVAR(devastator, guiderate)) - if(time > self.pushltime) - if(self.realowner.deadflag == DEAD_NO) - { - f = WEP_CVAR(devastator, guideratedelay); - if(f) - f = bound(0, (time - self.pushltime) / f, 1); - else - f = 1; - - velspeed = vlen(self.velocity); - - makevectors(self.realowner.v_angle); - desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward); - desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs); - olddir = normalize(self.velocity); - - // now it gets tricky... we want to move like some curve to approximate the target direction - // but we are limiting the rate at which we can turn! - goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir; - newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD)); - - self.velocity = newdir * velspeed; - self.angles = vectoangles(self.velocity); - - if(!self.count) - { - pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1); - // TODO add a better sound here - sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); - self.count = 1; - } - } - - if(self.rl_detonate_later) - W_Devastator_RemoteExplode(); - } - - if(self.csqcprojectile_clientanimate == 0) - UpdateCSQCProjectile(self); -} - -void W_Devastator_Touch(void) -{ - if(WarpZone_Projectile_Touch()) - { - if(wasfreed(self)) - W_Devastator_Unregister(); - return; - } - W_Devastator_Unregister(); - W_Devastator_Explode(); -} - -void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) -{ - if(self.health <= 0) - return; - - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions - return; // g_projectiles_damage says to halt - - self.health = self.health - damage; - self.angles = vectoangles(self.velocity); - - if(self.health <= 0) - W_PrepareExplosionByDamage(attacker, W_Devastator_Explode); -} - -void W_Devastator_Attack(void) -{ - entity missile; - entity flash; - - W_DecreaseAmmo(WEP_CVAR(devastator, ammo)); - - W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage)); - pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - missile = WarpZone_RefSys_SpawnSameRefSys(self); - missile.owner = missile.realowner = self; - self.lastrocket = missile; - if(WEP_CVAR(devastator, detonatedelay) >= 0) - missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay); - else - missile.spawnshieldtime = -1; - missile.pushltime = time + WEP_CVAR(devastator, guidedelay); - missile.classname = "rocket"; - missile.bot_dodge = true; - missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous - - missile.takedamage = DAMAGE_YES; - missile.damageforcescale = WEP_CVAR(devastator, damageforcescale); - missile.health = WEP_CVAR(devastator, health); - missile.event_damage = W_Devastator_Damage; - missile.damagedbycontents = true; - - missile.movetype = MOVETYPE_FLY; - PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_DEVASTATOR; - setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot - - setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point - W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0); - missile.angles = vectoangles(missile.velocity); - - missile.touch = W_Devastator_Touch; - missile.think = W_Devastator_Think; - missile.nextthink = time; - missile.cnt = time + WEP_CVAR(devastator, lifetime); - missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; - - CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound - - // muzzle flash for 1st person view - flash = spawn(); - setmodel(flash, "models/flash.md3"); // precision set below - SUB_SetFade(flash, time, 0.1); - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); - - // common properties - other = missile; MUTATOR_CALLHOOK(EditProjectile); -} - -float W_Devastator(float req) -{ - entity rock; - float rockfound; - float ammo_amount; - switch(req) - { - #if 0 - case WR_AIM: - { - // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! - { - // decide whether to detonate rockets - entity missile, targetlist, targ; - targetlist = findchainfloat(bot_attack, true); - for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self) - { - targ = targetlist; - while(targ) - { - if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius)) - { - self.BUTTON_ATCK2 = true; - break; - } - targ = targ.chain; - } - } - - if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false; - } - - return true; - } - #else - case WR_AIM: - { - // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! - { - // decide whether to detonate rockets - entity missile, targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; - float selfdamage, teamdamage, enemydamage; - edgedamage = WEP_CVAR(devastator, edgedamage); - coredamage = WEP_CVAR(devastator, damage); - edgeradius = WEP_CVAR(devastator, radius); - recipricoledgeradius = 1 / edgeradius; - selfdamage = 0; - teamdamage = 0; - enemydamage = 0; - targetlist = findchainfloat(bot_attack, true); - missile = find(world, classname, "rocket"); - while(missile) - { - if(missile.realowner != self) - { - missile = find(missile, classname, "rocket"); - continue; - } - targ = targetlist; - while(targ) - { - d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin); - d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); - // count potential damage according to type of target - if(targ == self) - selfdamage = selfdamage + d; - else if(targ.team == self.team && teamplay) - teamdamage = teamdamage + d; - else if(bot_shouldattack(targ)) - enemydamage = enemydamage + d; - targ = targ.chain; - } - missile = find(missile, classname, "rocket"); - } - float desirabledamage; - desirabledamage = enemydamage; - if(time > self.invincible_finished && time > self.spawnshieldtime) - desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if(teamplay && self.team) - desirabledamage = desirabledamage - teamdamage; - - missile = find(world, classname, "rocket"); - while(missile) - { - if(missile.realowner != self) - { - missile = find(missile, classname, "rocket"); - continue; - } - makevectors(missile.v_angle); - targ = targetlist; - if(skill > 9) // normal players only do this for the target they are tracking - { - targ = targetlist; - while(targ) - { - if( - (v_forward * normalize(missile.origin - targ.origin)< 0.1) - && desirabledamage > 0.1*coredamage - )self.BUTTON_ATCK2 = true; - targ = targ.chain; - } - }else{ - float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); - //As the distance gets larger, a correct detonation gets near imposible - //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player - if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1) - if(IS_PLAYER(self.enemy)) - if(desirabledamage >= 0.1*coredamage) - if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) - self.BUTTON_ATCK2 = true; - // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); - } - - missile = find(missile, classname, "rocket"); - } - // if we would be doing at X percent of the core damage, detonate it - // but don't fire a new shot at the same time! - if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events - self.BUTTON_ATCK2 = true; - if((skill > 6.5) && (selfdamage > self.health)) - self.BUTTON_ATCK2 = false; - //if(self.BUTTON_ATCK2 == true) - // dprint(ftos(desirabledamage),"\n"); - if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false; - } - - return true; - } - #endif - case WR_THINK: - { - if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else - { - if(self.BUTTON_ATCK) - { - if(self.rl_release || WEP_CVAR(devastator, guidestop)) - if(weapon_prepareattack(0, WEP_CVAR(devastator, refire))) - { - W_Devastator_Attack(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); - self.rl_release = 0; - } - } - else - self.rl_release = 1; - - if(self.BUTTON_ATCK2) - if(self.switchweapon == WEP_DEVASTATOR) - { - rockfound = 0; - for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self) - { - if(!rock.rl_detonate_later) - { - rock.rl_detonate_later = true; - rockfound = 1; - } - } - if(rockfound) - sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); - } - } - - return true; - } - case WR_INIT: - { - //if(autocvar_sv_precacheweapons) - //{ - precache_model("models/flash.md3"); - precache_model("models/weapons/g_rl.md3"); - precache_model("models/weapons/v_rl.md3"); - precache_model("models/weapons/h_rl.iqm"); - precache_sound("weapons/rocket_det.wav"); - precache_sound("weapons/rocket_fire.wav"); - precache_sound("weapons/rocket_mode.wav"); - //} - DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; - } - case WR_SETUP: - { - self.rl_release = 1; - return true; - } - case WR_CHECKAMMO1: - { - #if 0 - // don't switch while guiding a missile - if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR) - { - ammo_amount = false; - if(WEP_CVAR(devastator, reload_ammo)) - { - if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo)) - ammo_amount = true; - } - else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) - ammo_amount = true; - return !ammo_amount; - } - #endif - #if 0 - if(self.rl_release == 0) - { - printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo)); - return true; - } - else - { - ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo); - ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo); - 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")); - return ammo_amount; - } - #else - ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo); - ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo); - return ammo_amount; - #endif - } - case WR_CHECKAMMO2: - { - return false; - } - case WR_CONFIG: - { - DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - case WR_RESETPLAYER: - { - self.rl_release = 0; - return true; - } - case WR_RELOAD: - { - W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav"); - return true; - } - case WR_SUICIDEMESSAGE: - { - return WEAPON_DEVASTATOR_SUICIDE; - } - case WR_KILLMESSAGE: - { - if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) - return WEAPON_DEVASTATOR_MURDER_SPLASH; - else - return WEAPON_DEVASTATOR_MURDER_DIRECT; - } - } - return false; -} -#endif -#ifdef CSQC -float W_Devastator(float req) -{ - switch(req) - { - case WR_IMPACTEFFECT: - { - vector org2; - org2 = w_org + w_backoff * 12; - pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); - - return true; - } - case WR_INIT: - { - precache_sound("weapons/rocket_impact.wav"); - return true; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; -} -#endif -#endif