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Move rifle to the new cvar system
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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(weapon) \
15         WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
16         WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
17         WEP_ADD_CVAR(weapon, MO_NONE, damage) \
18         WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
19         WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
20         WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
21         WEP_ADD_CVAR(weapon, MO_NONE, force) \
22         WEP_ADD_CVAR(weapon, MO_NONE, health) \
23         WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
24         WEP_ADD_CVAR(weapon, MO_NONE, lifetime_countdown) \
25         WEP_ADD_CVAR(weapon, MO_NONE, limit) \
26         WEP_ADD_CVAR(weapon, MO_NONE, protection) \
27         WEP_ADD_CVAR(weapon, MO_NONE, proximityradius) \
28         WEP_ADD_CVAR(weapon, MO_NONE, radius) \
29         WEP_ADD_CVAR(weapon, MO_NONE, refire) \
30         WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
31         WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
32         WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
33         WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
34         WEP_ADD_CVAR(weapon, MO_NONE, speed) \
35         WEP_ADD_CVAR(weapon, MO_NONE, time) \
36         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
37         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
38         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
39         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
40
41 #ifdef SVQC
42 MINELAYER_SETTINGS(minelayer)
43 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
44
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
53 void W_Mine_Stick (entity to)
54 {
55         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
56
57         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
58
59         entity newmine;
60         newmine = spawn();
61         newmine.classname = self.classname;
62
63         newmine.bot_dodge = self.bot_dodge;
64         newmine.bot_dodgerating = self.bot_dodgerating;
65
66         newmine.owner = self.owner;
67         newmine.realowner = self.realowner;
68         setsize(newmine, '-4 -4 -4', '4 4 4');
69         setorigin(newmine, self.origin);
70         setmodel(newmine, "models/mine.md3");
71         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
72
73         newmine.mine_orientation = -trace_plane_normal;
74
75         newmine.takedamage = self.takedamage;
76         newmine.damageforcescale = self.damageforcescale;
77         newmine.health = self.health;
78         newmine.event_damage = self.event_damage;
79         newmine.spawnshieldtime = self.spawnshieldtime;
80         newmine.damagedbycontents = TRUE;
81
82         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
83         newmine.projectiledeathtype = self.projectiledeathtype;
84
85         newmine.mine_time = self.mine_time;
86
87         newmine.touch = func_null;
88         newmine.think = W_Mine_Think;
89         newmine.nextthink = time;
90         newmine.cnt = self.cnt;
91         newmine.flags = self.flags;
92
93         remove(self);
94         self = newmine;
95
96         if(to)
97                 SetMovetypeFollow(self, to);
98 }
99
100 void W_Mine_Explode ()
101 {
102         if(other.takedamage == DAMAGE_AIM)
103                 if(IS_PLAYER(other))
104                         if(IsDifferentTeam(self.realowner, other))
105                                 if(other.deadflag == DEAD_NO)
106                                         if(IsFlying(other))
107                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
108
109         self.event_damage = func_null;
110         self.takedamage = DAMAGE_NO;
111
112         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);
113
114         if (self.realowner.weapon == WEP_MINE_LAYER)
115         {
116                 entity oldself;
117                 oldself = self;
118                 self = self.realowner;
119                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
120                 {
121                         self.cnt = WEP_MINE_LAYER;
122                         ATTACK_FINISHED(self) = time;
123                         self.switchweapon = w_getbestweapon(self);
124                 }
125                 self = oldself;
126         }
127         self.realowner.minelayer_mines -= 1;
128         remove (self);
129 }
130
131 void W_Mine_DoRemoteExplode ()
132 {
133         self.event_damage = func_null;
134         self.takedamage = DAMAGE_NO;
135
136         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
137                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
138
139         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);
140
141         if (self.realowner.weapon == WEP_MINE_LAYER)
142         {
143                 entity oldself;
144                 oldself = self;
145                 self = self.realowner;
146                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
147                 {
148                         self.cnt = WEP_MINE_LAYER;
149                         ATTACK_FINISHED(self) = time;
150                         self.switchweapon = w_getbestweapon(self);
151                 }
152                 self = oldself;
153         }
154         self.realowner.minelayer_mines -= 1;
155         remove (self);
156 }
157
158 void W_Mine_RemoteExplode ()
159 {
160         if(self.realowner.deadflag == DEAD_NO)
161                 if((self.spawnshieldtime >= 0)
162                         ? (time >= self.spawnshieldtime) // timer
163                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
164                 )
165                 {
166                         W_Mine_DoRemoteExplode();
167                 }
168 }
169
170 void W_Mine_ProximityExplode ()
171 {
172         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
173         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
174         {
175                 entity head;
176                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
177                 while(head)
178                 {
179                         if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
180                                 return;
181                         head = head.chain;
182                 }
183         }
184
185         self.mine_time = 0;
186         W_Mine_Explode();
187 }
188
189 float W_Mine_Count(entity e)
190 {
191         float minecount = 0;
192         entity mine;
193         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
194                 minecount += 1;
195
196         return minecount;
197 }
198
199 void W_Mine_Think (void)
200 {
201         entity head;
202
203         self.nextthink = time;
204
205         if(self.movetype == MOVETYPE_FOLLOW)
206         {
207                 if(LostMovetypeFollow(self))
208                 {
209                         UnsetMovetypeFollow(self);
210                         self.movetype = MOVETYPE_NONE;
211                 }
212         }
213         
214         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
215         // TODO: replace this mine_trigger.wav sound with a real countdown
216         if ((time > self.cnt) && (!self.mine_time))
217         {
218                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
219                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
220                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
221                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
222         }
223
224         // a player's mines shall explode if he disconnects or dies
225         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
226         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
227         {
228                 other = world;
229                 self.projectiledeathtype |= HITTYPE_BOUNCE;
230                 W_Mine_Explode();
231                 return;
232         }
233
234         // set the mine for detonation when a foe gets close enough
235         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
236         while(head)
237         {
238                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
239                 if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
240                 if(!self.mine_time)
241                 {
242                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
243                         self.mine_time = time + WEP_CVAR(minelayer, time);
244                 }
245                 head = head.chain;
246         }
247
248         // explode if it's time to
249         if(self.mine_time && time >= self.mine_time)
250         {
251                 W_Mine_ProximityExplode();
252                 return;
253         }
254
255         // remote detonation
256         if (self.realowner.weapon == WEP_MINE_LAYER)
257         if (self.realowner.deadflag == DEAD_NO)
258         if (self.minelayer_detonate)
259                 W_Mine_RemoteExplode();
260 }
261
262 void W_Mine_Touch (void)
263 {
264         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
265                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
266
267         if(WarpZone_Projectile_Touch())
268         {
269                 if(wasfreed(self))
270                         self.realowner.minelayer_mines -= 1;
271                 return;
272         }
273
274         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
275         {
276                 // hit a player
277                 // don't stick
278         }
279         else
280         {
281                 W_Mine_Stick(other);
282         }
283 }
284
285 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
286 {
287         if (self.health <= 0)
288                 return;
289                 
290         float is_from_enemy = (inflictor.realowner != self.realowner);
291                 
292         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
293                 return; // g_projectiles_damage says to halt
294                 
295         self.health = self.health - damage;
296         self.angles = vectoangles(self.velocity);
297         
298         if (self.health <= 0)
299                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
300 }
301
302 void W_Mine_Attack (void)
303 {
304         entity mine;
305         entity flash;
306
307         // scan how many mines we placed, and return if we reached our limit
308         if(WEP_CVAR(minelayer, limit))
309         {
310                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
311                 {
312                         // the refire delay keeps this message from being spammed
313                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
314                         play2(self, "weapons/unavailable.wav");
315                         return;
316                 }
317         }
318
319         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
320
321         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
322         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
323
324         mine = WarpZone_RefSys_SpawnSameRefSys(self);
325         mine.owner = mine.realowner = self;
326         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
327                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
328         else
329                 mine.spawnshieldtime = -1;
330         mine.classname = "mine";
331         mine.bot_dodge = TRUE;
332         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
333
334         mine.takedamage = DAMAGE_YES;
335         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
336         mine.health = WEP_CVAR(minelayer, health);
337         mine.event_damage = W_Mine_Damage;
338         mine.damagedbycontents = TRUE;
339
340         mine.movetype = MOVETYPE_TOSS;
341         PROJECTILE_MAKETRIGGER(mine);
342         mine.projectiledeathtype = WEP_MINE_LAYER;
343         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
344
345         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
346         W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
347         mine.angles = vectoangles (mine.velocity);
348
349         mine.touch = W_Mine_Touch;
350         mine.think = W_Mine_Think;
351         mine.nextthink = time;
352         mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
353         mine.flags = FL_PROJECTILE;
354         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
355
356         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
357
358         // muzzle flash for 1st person view
359         flash = spawn ();
360         setmodel (flash, "models/flash.md3"); // precision set below
361         SUB_SetFade (flash, time, 0.1);
362         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
363         W_AttachToShotorg(flash, '5 0 0');
364
365         // common properties
366
367         other = mine; MUTATOR_CALLHOOK(EditProjectile);
368         
369         self.minelayer_mines = W_Mine_Count(self);
370 }
371
372 float W_PlacedMines(float detonate)
373 {
374         entity mine;
375         float minfound = 0;
376
377         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
378         {
379                 if(detonate)
380                 {
381                         if(!mine.minelayer_detonate)
382                         {
383                                 mine.minelayer_detonate = TRUE;
384                                 minfound = 1;
385                         }
386                 }
387                 else
388                         minfound = 1;
389         }
390         return minfound;
391 }
392
393 float w_minelayer(float req)
394 {
395         entity mine;
396         float ammo_amount;
397         switch(req)
398         {
399                 case WR_AIM:
400                 {
401                         // aim and decide to fire if appropriate
402                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
403                                 self.BUTTON_ATCK = FALSE;
404                         else
405                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
406                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
407                         {
408                                 // decide whether to detonate mines
409                                 entity targetlist, targ;
410                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
411                                 float selfdamage, teamdamage, enemydamage;
412                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
413                                 coredamage = WEP_CVAR(minelayer, damage);
414                                 edgeradius = WEP_CVAR(minelayer, radius);
415                                 recipricoledgeradius = 1 / edgeradius;
416                                 selfdamage = 0;
417                                 teamdamage = 0;
418                                 enemydamage = 0;
419                                 targetlist = findchainfloat(bot_attack, TRUE);
420                                 mine = find(world, classname, "mine");
421                                 while (mine)
422                                 {
423                                         if (mine.realowner != self)
424                                         {
425                                                 mine = find(mine, classname, "mine");
426                                                 continue;
427                                         }
428                                         targ = targetlist;
429                                         while (targ)
430                                         {
431                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
432                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
433                                                 // count potential damage according to type of target
434                                                 if (targ == self)
435                                                         selfdamage = selfdamage + d;
436                                                 else if (targ.team == self.team && teamplay)
437                                                         teamdamage = teamdamage + d;
438                                                 else if (bot_shouldattack(targ))
439                                                         enemydamage = enemydamage + d;
440                                                 targ = targ.chain;
441                                         }
442                                         mine = find(mine, classname, "mine");
443                                 }
444                                 float desirabledamage;
445                                 desirabledamage = enemydamage;
446                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
447                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
448                                 if (teamplay && self.team)
449                                         desirabledamage = desirabledamage - teamdamage;
450
451                                 mine = find(world, classname, "mine");
452                                 while (mine)
453                                 {
454                                         if (mine.realowner != self)
455                                         {
456                                                 mine = find(mine, classname, "mine");
457                                                 continue;
458                                         }
459                                         makevectors(mine.v_angle);
460                                         targ = targetlist;
461                                         if (skill > 9) // normal players only do this for the target they are tracking
462                                         {
463                                                 targ = targetlist;
464                                                 while (targ)
465                                                 {
466                                                         if (
467                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
468                                                                 && desirabledamage > 0.1*coredamage
469                                                         )self.BUTTON_ATCK2 = TRUE;
470                                                         targ = targ.chain;
471                                                 }
472                                         }else{
473                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
474                                                 //As the distance gets larger, a correct detonation gets near imposible
475                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
476                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
477                                                         if(IS_PLAYER(self.enemy))
478                                                                 if(desirabledamage >= 0.1*coredamage)
479                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
480                                                                                 self.BUTTON_ATCK2 = TRUE;
481                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
482                                         }
483
484                                         mine = find(mine, classname, "mine");
485                                 }
486                                 // if we would be doing at X percent of the core damage, detonate it
487                                 // but don't fire a new shot at the same time!
488                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
489                                         self.BUTTON_ATCK2 = TRUE;
490                                 if ((skill > 6.5) && (selfdamage > self.health))
491                                         self.BUTTON_ATCK2 = FALSE;
492                                 //if(self.BUTTON_ATCK2 == TRUE)
493                                 //      dprint(ftos(desirabledamage),"\n");
494                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
495                         }
496                         
497                         return TRUE;
498                 }
499                 case WR_THINK:
500                 {
501                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
502                         {
503                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
504                                 if not (W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo))
505                                         WEP_ACTION(self.weapon, WR_RELOAD);
506                         }
507                         else if (self.BUTTON_ATCK)
508                         {
509                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
510                                 {
511                                         W_Mine_Attack();
512                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
513                                 }
514                         }
515
516                         if (self.BUTTON_ATCK2)
517                         {
518                                 if(W_PlacedMines(TRUE))
519                                         sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
520                         }
521                         
522                         return TRUE;
523                 }
524                 case WR_INIT:
525                 {
526                         precache_model ("models/flash.md3");
527                         precache_model ("models/mine.md3");
528                         precache_model ("models/weapons/g_minelayer.md3");
529                         precache_model ("models/weapons/v_minelayer.md3");
530                         precache_model ("models/weapons/h_minelayer.iqm");
531                         precache_sound ("weapons/mine_det.wav");
532                         precache_sound ("weapons/mine_fire.wav");
533                         precache_sound ("weapons/mine_stick.wav");
534                         precache_sound ("weapons/mine_trigger.wav");
535                         #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
536                         #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_MINE_LAYER,weapon,prop,name)
537                         MINELAYER_SETTINGS(minelayer)
538                         #undef WEP_ADD_CVAR
539                         #undef WEP_ADD_PROP
540                         return TRUE;
541                 }
542                 case WR_SETUP:
543                 {
544                         weapon_setup(WEP_MINE_LAYER);
545                         self.current_ammo = ammo_rockets;
546                         return TRUE;
547                 }
548                 case WR_CHECKAMMO1:
549                 {
550                         // don't switch while placing a mine
551                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
552                         {
553                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
554                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
555                                 return ammo_amount;
556                         }
557                         return TRUE;
558                 }
559                 case WR_CHECKAMMO2:
560                 {
561                         if (W_PlacedMines(FALSE))
562                                 return TRUE;
563                         else
564                                 return FALSE;
565                 }
566                 case WR_RESETPLAYER:
567                 {
568                         self.minelayer_mines = 0;
569                         return TRUE;
570                 }
571                 case WR_RELOAD:
572                 {
573                         W_Reload(WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
574                         return TRUE;
575                 }
576                 case WR_SUICIDEMESSAGE:
577                 {
578                         return WEAPON_MINELAYER_SUICIDE;
579                 }
580                 case WR_KILLMESSAGE:
581                 {
582                         return WEAPON_MINELAYER_MURDER;
583                 }
584         }
585         return TRUE;
586 }
587 #endif
588 #ifdef CSQC
589 float w_minelayer(float req)
590 {
591         switch(req)
592         {
593                 case WR_IMPACTEFFECT:
594                 {
595                         vector org2;
596                         org2 = w_org + w_backoff * 12;
597                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
598                         if(!w_issilent)
599                                 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
600                         
601                         return TRUE;
602                 }
603                 case WR_INIT:
604                 {
605                         precache_sound("weapons/mine_exp.wav");
606                         return TRUE;
607                 }
608         }
609         return TRUE;
610 }
611 #endif
612 #endif