]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
Merge branch 'master' into matthiaskrgr/domicons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
diff --git a/qcsrc/common/weapons/w_devastator.qc b/qcsrc/common/weapons/w_devastator.qc
deleted file mode 100644 (file)
index 9e5f98a..0000000
+++ /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