METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
+ if (!WEP_CVAR(devastator, guidestop) && !actor.(weaponentity).rl_release)
+ {
+ int fired_rockets = 0;
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
+ {
+ fired_rockets++;
+ });
+ // release PHYS_INPUT_BUTTON_ATCK after all fired rocket exploded otherwise bot can't fire again
+ if (!fired_rockets)
+ return;
+ }
+
// aim and decide to fire if appropriate
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!