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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 4,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* model    */ "minelayer",
10 /* netname  */ "minelayer",
11 /* fullname */ _("Mine Layer")
12 );
13
14 #define MINELAYER_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, ammo) \
16         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, animtime) \
17         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damage) \
18         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damageforcescale) \
19         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, detonatedelay) \
20         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, edgedamage) \
21         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, force) \
22         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, health) \
23         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime) \
24         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime_countdown) \
25         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, limit) \
26         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, protection) \
27         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, proximityradius) \
28         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, radius) \
29         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, refire) \
30         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_damage) \
31         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_edgedamage) \
32         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_force) \
33         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_radius) \
34         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, speed) \
35         w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, time) \
36         w_prop(WEP_MINE_LAYER, minelayer, float,  reloading_ammo, reload_ammo) \
37         w_prop(WEP_MINE_LAYER, minelayer, float,  reloading_time, reload_time) \
38         w_prop(WEP_MINE_LAYER, minelayer, float,  switchdelay_raise, switchdelay_raise) \
39         w_prop(WEP_MINE_LAYER, minelayer, float,  switchdelay_drop, switchdelay_drop) \
40         w_prop(WEP_MINE_LAYER, minelayer, string, weaponreplace, weaponreplace) \
41         w_prop(WEP_MINE_LAYER, minelayer, float,  weaponstart, weaponstart)
42
43 #ifdef SVQC
44 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 void W_Mine_Think (void);
46 .float minelayer_detonate, mine_explodeanyway;
47 .float mine_time;
48 .vector mine_orientation;
49 #endif
50 #else
51 #ifdef SVQC
52 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
53
54 void W_Mine_Stick (entity to)
55 {
56         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
57
58         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
59
60         entity newmine;
61         newmine = spawn();
62         newmine.classname = self.classname;
63
64         newmine.bot_dodge = self.bot_dodge;
65         newmine.bot_dodgerating = self.bot_dodgerating;
66
67         newmine.owner = self.owner;
68         newmine.realowner = self.realowner;
69         setsize(newmine, '-4 -4 -4', '4 4 4');
70         setorigin(newmine, self.origin);
71         setmodel(newmine, "models/mine.md3");
72         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
73
74         newmine.mine_orientation = -trace_plane_normal;
75
76         newmine.takedamage = self.takedamage;
77         newmine.damageforcescale = self.damageforcescale;
78         newmine.health = self.health;
79         newmine.event_damage = self.event_damage;
80         newmine.spawnshieldtime = self.spawnshieldtime;
81         newmine.damagedbycontents = TRUE;
82
83         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
84         newmine.projectiledeathtype = self.projectiledeathtype;
85
86         newmine.mine_time = self.mine_time;
87
88         newmine.touch = func_null;
89         newmine.think = W_Mine_Think;
90         newmine.nextthink = time;
91         newmine.cnt = self.cnt;
92         newmine.flags = self.flags;
93
94         remove(self);
95         self = newmine;
96
97         if(to)
98                 SetMovetypeFollow(self, to);
99 }
100
101 void W_Mine_Explode ()
102 {
103         if(other.takedamage == DAMAGE_AIM)
104                 if(IS_PLAYER(other))
105                         if(DIFF_TEAM(self.realowner, other))
106                                 if(other.deadflag == DEAD_NO)
107                                         if(IsFlying(other))
108                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
109
110         self.event_damage = func_null;
111         self.takedamage = DAMAGE_NO;
112
113         RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
114
115         if (self.realowner.weapon == WEP_MINE_LAYER)
116         {
117                 entity oldself;
118                 oldself = self;
119                 self = self.realowner;
120                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
121                 {
122                         self.cnt = WEP_MINE_LAYER;
123                         ATTACK_FINISHED(self) = time;
124                         self.switchweapon = w_getbestweapon(self);
125                 }
126                 self = oldself;
127         }
128         self.realowner.minelayer_mines -= 1;
129         remove (self);
130 }
131
132 void W_Mine_DoRemoteExplode ()
133 {
134         self.event_damage = func_null;
135         self.takedamage = DAMAGE_NO;
136
137         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
138                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
139
140         RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
141
142         if (self.realowner.weapon == WEP_MINE_LAYER)
143         {
144                 entity oldself;
145                 oldself = self;
146                 self = self.realowner;
147                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
148                 {
149                         self.cnt = WEP_MINE_LAYER;
150                         ATTACK_FINISHED(self) = time;
151                         self.switchweapon = w_getbestweapon(self);
152                 }
153                 self = oldself;
154         }
155         self.realowner.minelayer_mines -= 1;
156         remove (self);
157 }
158
159 void W_Mine_RemoteExplode ()
160 {
161         if(self.realowner.deadflag == DEAD_NO)
162                 if((self.spawnshieldtime >= 0)
163                         ? (time >= self.spawnshieldtime) // timer
164                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
165                 )
166                 {
167                         W_Mine_DoRemoteExplode();
168                 }
169 }
170
171 void W_Mine_ProximityExplode ()
172 {
173         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
174         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
175         {
176                 entity head;
177                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
178                 while(head)
179                 {
180                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
181                                 return;
182                         head = head.chain;
183                 }
184         }
185
186         self.mine_time = 0;
187         W_Mine_Explode();
188 }
189
190 float W_Mine_Count(entity e)
191 {
192         float minecount = 0;
193         entity mine;
194         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
195                 minecount += 1;
196
197         return minecount;
198 }
199
200 void W_Mine_Think (void)
201 {
202         entity head;
203
204         self.nextthink = time;
205
206         if(self.movetype == MOVETYPE_FOLLOW)
207         {
208                 if(LostMovetypeFollow(self))
209                 {
210                         UnsetMovetypeFollow(self);
211                         self.movetype = MOVETYPE_NONE;
212                 }
213         }
214         
215         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
216         // TODO: replace this mine_trigger.wav sound with a real countdown
217         if ((time > self.cnt) && (!self.mine_time))
218         {
219                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
220                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
221                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
222                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
223         }
224
225         // a player's mines shall explode if he disconnects or dies
226         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
227         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
228         {
229                 other = world;
230                 self.projectiledeathtype |= HITTYPE_BOUNCE;
231                 W_Mine_Explode();
232                 return;
233         }
234
235         // set the mine for detonation when a foe gets close enough
236         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
237         while(head)
238         {
239                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
240                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
241                 if(!self.mine_time)
242                 {
243                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
244                         self.mine_time = time + WEP_CVAR(minelayer, time);
245                 }
246                 head = head.chain;
247         }
248
249         // explode if it's time to
250         if(self.mine_time && time >= self.mine_time)
251         {
252                 W_Mine_ProximityExplode();
253                 return;
254         }
255
256         // remote detonation
257         if (self.realowner.weapon == WEP_MINE_LAYER)
258         if (self.realowner.deadflag == DEAD_NO)
259         if (self.minelayer_detonate)
260                 W_Mine_RemoteExplode();
261 }
262
263 void W_Mine_Touch (void)
264 {
265         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
266                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
267
268         if(WarpZone_Projectile_Touch())
269         {
270                 if(wasfreed(self))
271                         self.realowner.minelayer_mines -= 1;
272                 return;
273         }
274
275         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
276         {
277                 // hit a player
278                 // don't stick
279         }
280         else
281         {
282                 W_Mine_Stick(other);
283         }
284 }
285
286 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
287 {
288         if (self.health <= 0)
289                 return;
290                 
291         float is_from_enemy = (inflictor.realowner != self.realowner);
292                 
293         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
294                 return; // g_projectiles_damage says to halt
295                 
296         self.health = self.health - damage;
297         self.angles = vectoangles(self.velocity);
298         
299         if (self.health <= 0)
300                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
301 }
302
303 void W_Mine_Attack (void)
304 {
305         entity mine;
306         entity flash;
307
308         // scan how many mines we placed, and return if we reached our limit
309         if(WEP_CVAR(minelayer, limit))
310         {
311                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
312                 {
313                         // the refire delay keeps this message from being spammed
314                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
315                         play2(self, "weapons/unavailable.wav");
316                         return;
317                 }
318         }
319
320         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
321
322         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
323         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
324
325         mine = WarpZone_RefSys_SpawnSameRefSys(self);
326         mine.owner = mine.realowner = self;
327         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
328                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
329         else
330                 mine.spawnshieldtime = -1;
331         mine.classname = "mine";
332         mine.bot_dodge = TRUE;
333         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
334
335         mine.takedamage = DAMAGE_YES;
336         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
337         mine.health = WEP_CVAR(minelayer, health);
338         mine.event_damage = W_Mine_Damage;
339         mine.damagedbycontents = TRUE;
340
341         mine.movetype = MOVETYPE_TOSS;
342         PROJECTILE_MAKETRIGGER(mine);
343         mine.projectiledeathtype = WEP_MINE_LAYER;
344         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
345
346         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
347         W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
348         mine.angles = vectoangles (mine.velocity);
349
350         mine.touch = W_Mine_Touch;
351         mine.think = W_Mine_Think;
352         mine.nextthink = time;
353         mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
354         mine.flags = FL_PROJECTILE;
355         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
356
357         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
358
359         // muzzle flash for 1st person view
360         flash = spawn ();
361         setmodel (flash, "models/flash.md3"); // precision set below
362         SUB_SetFade (flash, time, 0.1);
363         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
364         W_AttachToShotorg(flash, '5 0 0');
365
366         // common properties
367
368         other = mine; MUTATOR_CALLHOOK(EditProjectile);
369         
370         self.minelayer_mines = W_Mine_Count(self);
371 }
372
373 float W_PlacedMines(float detonate)
374 {
375         entity mine;
376         float minfound = 0;
377
378         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
379         {
380                 if(detonate)
381                 {
382                         if(!mine.minelayer_detonate)
383                         {
384                                 mine.minelayer_detonate = TRUE;
385                                 minfound = 1;
386                         }
387                 }
388                 else
389                         minfound = 1;
390         }
391         return minfound;
392 }
393
394 float w_minelayer(float req)
395 {
396         entity mine;
397         float ammo_amount;
398         switch(req)
399         {
400                 case WR_AIM:
401                 {
402                         // aim and decide to fire if appropriate
403                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
404                                 self.BUTTON_ATCK = FALSE;
405                         else
406                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
407                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
408                         {
409                                 // decide whether to detonate mines
410                                 entity targetlist, targ;
411                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
412                                 float selfdamage, teamdamage, enemydamage;
413                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
414                                 coredamage = WEP_CVAR(minelayer, damage);
415                                 edgeradius = WEP_CVAR(minelayer, radius);
416                                 recipricoledgeradius = 1 / edgeradius;
417                                 selfdamage = 0;
418                                 teamdamage = 0;
419                                 enemydamage = 0;
420                                 targetlist = findchainfloat(bot_attack, TRUE);
421                                 mine = find(world, classname, "mine");
422                                 while (mine)
423                                 {
424                                         if (mine.realowner != self)
425                                         {
426                                                 mine = find(mine, classname, "mine");
427                                                 continue;
428                                         }
429                                         targ = targetlist;
430                                         while (targ)
431                                         {
432                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
433                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
434                                                 // count potential damage according to type of target
435                                                 if (targ == self)
436                                                         selfdamage = selfdamage + d;
437                                                 else if (targ.team == self.team && teamplay)
438                                                         teamdamage = teamdamage + d;
439                                                 else if (bot_shouldattack(targ))
440                                                         enemydamage = enemydamage + d;
441                                                 targ = targ.chain;
442                                         }
443                                         mine = find(mine, classname, "mine");
444                                 }
445                                 float desirabledamage;
446                                 desirabledamage = enemydamage;
447                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
448                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
449                                 if (teamplay && self.team)
450                                         desirabledamage = desirabledamage - teamdamage;
451
452                                 mine = find(world, classname, "mine");
453                                 while (mine)
454                                 {
455                                         if (mine.realowner != self)
456                                         {
457                                                 mine = find(mine, classname, "mine");
458                                                 continue;
459                                         }
460                                         makevectors(mine.v_angle);
461                                         targ = targetlist;
462                                         if (skill > 9) // normal players only do this for the target they are tracking
463                                         {
464                                                 targ = targetlist;
465                                                 while (targ)
466                                                 {
467                                                         if (
468                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
469                                                                 && desirabledamage > 0.1*coredamage
470                                                         )self.BUTTON_ATCK2 = TRUE;
471                                                         targ = targ.chain;
472                                                 }
473                                         }else{
474                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
475                                                 //As the distance gets larger, a correct detonation gets near imposible
476                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
477                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
478                                                         if(IS_PLAYER(self.enemy))
479                                                                 if(desirabledamage >= 0.1*coredamage)
480                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
481                                                                                 self.BUTTON_ATCK2 = TRUE;
482                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
483                                         }
484
485                                         mine = find(mine, classname, "mine");
486                                 }
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                                         self.BUTTON_ATCK2 = TRUE;
491                                 if ((skill > 6.5) && (selfdamage > self.health))
492                                         self.BUTTON_ATCK2 = FALSE;
493                                 //if(self.BUTTON_ATCK2 == TRUE)
494                                 //      dprint(ftos(desirabledamage),"\n");
495                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
496                         }
497                         
498                         return TRUE;
499                 }
500                 case WR_THINK:
501                 {
502                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
503                         {
504                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
505                                 if(!(W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo)))
506                                         WEP_ACTION(self.weapon, WR_RELOAD);
507                         }
508                         else if (self.BUTTON_ATCK)
509                         {
510                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
511                                 {
512                                         W_Mine_Attack();
513                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
514                                 }
515                         }
516
517                         if (self.BUTTON_ATCK2)
518                         {
519                                 if(W_PlacedMines(TRUE))
520                                         sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
521                         }
522                         
523                         return TRUE;
524                 }
525                 case WR_INIT:
526                 {
527                         precache_model ("models/flash.md3");
528                         precache_model ("models/mine.md3");
529                         precache_model ("models/weapons/g_minelayer.md3");
530                         precache_model ("models/weapons/v_minelayer.md3");
531                         precache_model ("models/weapons/h_minelayer.iqm");
532                         precache_sound ("weapons/mine_det.wav");
533                         precache_sound ("weapons/mine_fire.wav");
534                         precache_sound ("weapons/mine_stick.wav");
535                         precache_sound ("weapons/mine_trigger.wav");
536                         MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
537                         return TRUE;
538                 }
539                 case WR_SETUP:
540                 {
541                         self.current_ammo = ammo_rockets;
542                         return TRUE;
543                 }
544                 case WR_CHECKAMMO1:
545                 {
546                         // don't switch while placing a mine
547                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
548                         {
549                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
550                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
551                                 return ammo_amount;
552                         }
553                         return TRUE;
554                 }
555                 case WR_CHECKAMMO2:
556                 {
557                         if (W_PlacedMines(FALSE))
558                                 return TRUE;
559                         else
560                                 return FALSE;
561                 }
562                 case WR_CONFIG:
563                 {
564                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
565                         return TRUE;
566                 }
567                 case WR_RESETPLAYER:
568                 {
569                         self.minelayer_mines = 0;
570                         return TRUE;
571                 }
572                 case WR_RELOAD:
573                 {
574                         W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
575                         return TRUE;
576                 }
577                 case WR_SUICIDEMESSAGE:
578                 {
579                         return WEAPON_MINELAYER_SUICIDE;
580                 }
581                 case WR_KILLMESSAGE:
582                 {
583                         return WEAPON_MINELAYER_MURDER;
584                 }
585         }
586         return TRUE;
587 }
588 #endif
589 #ifdef CSQC
590 float w_minelayer(float req)
591 {
592         switch(req)
593         {
594                 case WR_IMPACTEFFECT:
595                 {
596                         vector org2;
597                         org2 = w_org + w_backoff * 12;
598                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
599                         if(!w_issilent)
600                                 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
601                         
602                         return TRUE;
603                 }
604                 case WR_INIT:
605                 {
606                         precache_sound("weapons/mine_exp.wav");
607                         return TRUE;
608                 }
609         }
610         return TRUE;
611 }
612 #endif
613 #endif