]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/minelayer.qc
759361420f641250cf035cd6421033f357ed3a91
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ MINE_LAYER,
4 /* function  */ W_MineLayer,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 4,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.75 1 0',
10 /* modelname */ "minelayer",
11 /* model     */ MDL_MINELAYER_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairminelayer 0.9",
14 /* wepimg    */ "weaponminelayer",
15 /* refname   */ "minelayer",
16 /* wepname   */ _("Mine Layer")
17 );
18
19 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
20 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, NONE, ammo) \
22         w_cvar(id, sn, NONE, animtime) \
23         w_cvar(id, sn, NONE, damage) \
24         w_cvar(id, sn, NONE, damageforcescale) \
25         w_cvar(id, sn, NONE, detonatedelay) \
26         w_cvar(id, sn, NONE, edgedamage) \
27         w_cvar(id, sn, NONE, force) \
28         w_cvar(id, sn, NONE, health) \
29         w_cvar(id, sn, NONE, lifetime) \
30         w_cvar(id, sn, NONE, lifetime_countdown) \
31         w_cvar(id, sn, NONE, limit) \
32         w_cvar(id, sn, NONE, protection) \
33         w_cvar(id, sn, NONE, proximityradius) \
34         w_cvar(id, sn, NONE, radius) \
35         w_cvar(id, sn, NONE, refire) \
36         w_cvar(id, sn, NONE, remote_damage) \
37         w_cvar(id, sn, NONE, remote_edgedamage) \
38         w_cvar(id, sn, NONE, remote_force) \
39         w_cvar(id, sn, NONE, remote_radius) \
40         w_cvar(id, sn, NONE, speed) \
41         w_cvar(id, sn, NONE, time) \
42         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
43         w_prop(id, sn, float,  reloading_time, reload_time) \
44         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
45         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
46         w_prop(id, sn, string, weaponreplace, weaponreplace) \
47         w_prop(id, sn, float,  weaponstart, weaponstart) \
48         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
49         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
50
51 #ifdef SVQC
52 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 void W_MineLayer_Think(void);
54 .float minelayer_detonate, mine_explodeanyway;
55 .float mine_time;
56 .vector mine_orientation;
57 #endif
58 #endif
59 #ifdef IMPLEMENTATION
60 #ifdef SVQC
61 void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
62
63 void W_MineLayer_Stick(entity to)
64 {SELFPARAM();
65         spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
66
67         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
68
69         entity newmine;
70         newmine = spawn();
71         newmine.classname = self.classname;
72
73         newmine.bot_dodge = self.bot_dodge;
74         newmine.bot_dodgerating = self.bot_dodgerating;
75
76         newmine.owner = self.owner;
77         newmine.realowner = self.realowner;
78         setsize(newmine, '-4 -4 -4', '4 4 4');
79         setorigin(newmine, self.origin);
80         setmodel(newmine, MDL_MINELAYER_MINE);
81         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
82
83         newmine.mine_orientation = -trace_plane_normal;
84
85         newmine.takedamage = self.takedamage;
86         newmine.damageforcescale = self.damageforcescale;
87         newmine.health = self.health;
88         newmine.event_damage = self.event_damage;
89         newmine.spawnshieldtime = self.spawnshieldtime;
90         newmine.damagedbycontents = true;
91
92         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
93         newmine.projectiledeathtype = self.projectiledeathtype;
94
95         newmine.mine_time = self.mine_time;
96
97         newmine.touch = func_null;
98         newmine.think = W_MineLayer_Think;
99         newmine.nextthink = time;
100         newmine.cnt = self.cnt;
101         newmine.flags = self.flags;
102
103         remove(self);
104         setself(newmine);
105
106         if(to)
107                 SetMovetypeFollow(self, to);
108 }
109
110 void W_MineLayer_Explode(void)
111 {SELFPARAM();
112         if(other.takedamage == DAMAGE_AIM)
113                 if(IS_PLAYER(other))
114                         if(DIFF_TEAM(self.realowner, other))
115                                 if(other.deadflag == DEAD_NO)
116                                         if(IsFlying(other))
117                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
118
119         self.event_damage = func_null;
120         self.takedamage = DAMAGE_NO;
121
122         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);
123
124         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
125         {
126                 setself(self.realowner);
127                 if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
128                 {
129                         self.cnt = WEP_MINE_LAYER.m_id;
130                         ATTACK_FINISHED(self) = time;
131                         self.switchweapon = w_getbestweapon(self);
132                 }
133                 setself(this);
134         }
135         self.realowner.minelayer_mines -= 1;
136         remove(self);
137 }
138
139 void W_MineLayer_DoRemoteExplode(void)
140 {SELFPARAM();
141         self.event_damage = func_null;
142         self.takedamage = DAMAGE_NO;
143
144         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
145                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
146
147         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);
148
149         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
150         {
151                 setself(self.realowner);
152                 if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
153                 {
154                         self.cnt = WEP_MINE_LAYER.m_id;
155                         ATTACK_FINISHED(self) = time;
156                         self.switchweapon = w_getbestweapon(self);
157                 }
158                 setself(this);
159         }
160         self.realowner.minelayer_mines -= 1;
161         remove(self);
162 }
163
164 void W_MineLayer_RemoteExplode(void)
165 {SELFPARAM();
166         if(self.realowner.deadflag == DEAD_NO)
167                 if((self.spawnshieldtime >= 0)
168                         ? (time >= self.spawnshieldtime) // timer
169                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
170                 )
171                 {
172                         W_MineLayer_DoRemoteExplode();
173                 }
174 }
175
176 void W_MineLayer_ProximityExplode(void)
177 {SELFPARAM();
178         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
179         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
180         {
181                 entity head;
182                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
183                 while(head)
184                 {
185                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
186                                 return;
187                         head = head.chain;
188                 }
189         }
190
191         self.mine_time = 0;
192         W_MineLayer_Explode();
193 }
194
195 int W_MineLayer_Count(entity e)
196 {
197         int minecount = 0;
198         entity mine;
199         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
200                 minecount += 1;
201
202         return minecount;
203 }
204
205 void W_MineLayer_Think(void)
206 {SELFPARAM();
207         entity head;
208
209         self.nextthink = time;
210
211         if(self.movetype == MOVETYPE_FOLLOW)
212         {
213                 if(LostMovetypeFollow(self))
214                 {
215                         UnsetMovetypeFollow(self);
216                         self.movetype = MOVETYPE_NONE;
217                 }
218         }
219
220         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
221         // TODO: replace this mine_trigger.wav sound with a real countdown
222         if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
223         {
224                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
225                         spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
226                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
227                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
228         }
229
230         // a player's mines shall explode if he disconnects or dies
231         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
232         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
233         {
234                 other = world;
235                 self.projectiledeathtype |= HITTYPE_BOUNCE;
236                 W_MineLayer_Explode();
237                 return;
238         }
239
240         // set the mine for detonation when a foe gets close enough
241         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
242         while(head)
243         {
244                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
245                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
246                 if(!self.mine_time)
247                 {
248                         spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
249                         self.mine_time = time + WEP_CVAR(minelayer, time);
250                 }
251                 head = head.chain;
252         }
253
254         // explode if it's time to
255         if(self.mine_time && time >= self.mine_time)
256         {
257                 W_MineLayer_ProximityExplode();
258                 return;
259         }
260
261         // remote detonation
262         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
263         if(self.realowner.deadflag == DEAD_NO)
264         if(self.minelayer_detonate)
265                 W_MineLayer_RemoteExplode();
266 }
267
268 void W_MineLayer_Touch(void)
269 {SELFPARAM();
270         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
271                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
272
273         if(WarpZone_Projectile_Touch())
274         {
275                 if(wasfreed(self))
276                         self.realowner.minelayer_mines -= 1;
277                 return;
278         }
279
280         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
281         {
282                 // hit a player
283                 // don't stick
284         }
285         else
286         {
287                 W_MineLayer_Stick(other);
288         }
289 }
290
291 void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
292 {SELFPARAM();
293         if(self.health <= 0)
294                 return;
295
296         float is_from_enemy = (inflictor.realowner != self.realowner);
297
298         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
299                 return; // g_projectiles_damage says to halt
300
301         self.health = self.health - damage;
302         self.angles = vectoangles(self.velocity);
303
304         if(self.health <= 0)
305                 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
306 }
307
308 void W_MineLayer_Attack(void)
309 {SELFPARAM();
310         entity mine;
311         entity flash;
312
313         // scan how many mines we placed, and return if we reached our limit
314         if(WEP_CVAR(minelayer, limit))
315         {
316                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
317                 {
318                         // the refire delay keeps this message from being spammed
319                         Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
320                         play2(self, SND(UNAVAILABLE));
321                         return;
322                 }
323         }
324
325         W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
326
327         W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
328         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
329
330         mine = WarpZone_RefSys_SpawnSameRefSys(self);
331         mine.owner = mine.realowner = self;
332         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
333                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
334         else
335                 mine.spawnshieldtime = -1;
336         mine.classname = "mine";
337         mine.bot_dodge = true;
338         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
339
340         mine.takedamage = DAMAGE_YES;
341         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
342         mine.health = WEP_CVAR(minelayer, health);
343         mine.event_damage = W_MineLayer_Damage;
344         mine.damagedbycontents = true;
345
346         mine.movetype = MOVETYPE_TOSS;
347         PROJECTILE_MAKETRIGGER(mine);
348         mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
349         setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
350
351         setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
352         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
353         mine.angles = vectoangles(mine.velocity);
354
355         mine.touch = W_MineLayer_Touch;
356         mine.think = W_MineLayer_Think;
357         mine.nextthink = time;
358         mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
359         mine.flags = FL_PROJECTILE;
360         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
361
362         if(mine.cnt > 0) { mine.cnt += time; }
363
364         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
365
366         // muzzle flash for 1st person view
367         flash = spawn();
368         setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
369         SUB_SetFade(flash, time, 0.1);
370         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
371         W_AttachToShotorg(flash, '5 0 0');
372
373         // common properties
374
375         MUTATOR_CALLHOOK(EditProjectile, self, mine);
376
377         self.minelayer_mines = W_MineLayer_Count(self);
378 }
379
380 float W_MineLayer_PlacedMines(float detonate)
381 {SELFPARAM();
382         entity mine;
383         float minfound = 0;
384
385         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
386         {
387                 if(detonate)
388                 {
389                         if(!mine.minelayer_detonate)
390                         {
391                                 mine.minelayer_detonate = true;
392                                 minfound = 1;
393                         }
394                 }
395                 else
396                         minfound = 1;
397         }
398         return minfound;
399 }
400
401 bool W_MineLayer(entity thiswep, int req)
402 {SELFPARAM();
403         entity mine;
404         float ammo_amount;
405         switch(req)
406         {
407                 case WR_AIM:
408                 {
409                         // aim and decide to fire if appropriate
410                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
411                                 self.BUTTON_ATCK = false;
412                         else
413                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
414                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
415                         {
416                                 // decide whether to detonate mines
417                                 entity targetlist, targ;
418                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
419                                 float selfdamage, teamdamage, enemydamage;
420                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
421                                 coredamage = WEP_CVAR(minelayer, damage);
422                                 edgeradius = WEP_CVAR(minelayer, radius);
423                                 recipricoledgeradius = 1 / edgeradius;
424                                 selfdamage = 0;
425                                 teamdamage = 0;
426                                 enemydamage = 0;
427                                 targetlist = findchainfloat(bot_attack, true);
428                                 mine = find(world, classname, "mine");
429                                 while(mine)
430                                 {
431                                         if(mine.realowner != self)
432                                         {
433                                                 mine = find(mine, classname, "mine");
434                                                 continue;
435                                         }
436                                         targ = targetlist;
437                                         while(targ)
438                                         {
439                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
440                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
441                                                 // count potential damage according to type of target
442                                                 if(targ == self)
443                                                         selfdamage = selfdamage + d;
444                                                 else if(targ.team == self.team && teamplay)
445                                                         teamdamage = teamdamage + d;
446                                                 else if(bot_shouldattack(targ))
447                                                         enemydamage = enemydamage + d;
448                                                 targ = targ.chain;
449                                         }
450                                         mine = find(mine, classname, "mine");
451                                 }
452                                 float desirabledamage;
453                                 desirabledamage = enemydamage;
454                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
455                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
456                                 if(teamplay && self.team)
457                                         desirabledamage = desirabledamage - teamdamage;
458
459                                 mine = find(world, classname, "mine");
460                                 while(mine)
461                                 {
462                                         if(mine.realowner != self)
463                                         {
464                                                 mine = find(mine, classname, "mine");
465                                                 continue;
466                                         }
467                                         makevectors(mine.v_angle);
468                                         targ = targetlist;
469                                         if(skill > 9) // normal players only do this for the target they are tracking
470                                         {
471                                                 targ = targetlist;
472                                                 while(targ)
473                                                 {
474                                                         if(
475                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
476                                                                 && desirabledamage > 0.1*coredamage
477                                                         )self.BUTTON_ATCK2 = true;
478                                                         targ = targ.chain;
479                                                 }
480                                         }else{
481                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
482                                                 //As the distance gets larger, a correct detonation gets near imposible
483                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
484                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
485                                                         if(IS_PLAYER(self.enemy))
486                                                                 if(desirabledamage >= 0.1*coredamage)
487                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
488                                                                                 self.BUTTON_ATCK2 = true;
489                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
490                                         }
491
492                                         mine = find(mine, classname, "mine");
493                                 }
494                                 // if we would be doing at X percent of the core damage, detonate it
495                                 // but don't fire a new shot at the same time!
496                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
497                                         self.BUTTON_ATCK2 = true;
498                                 if((skill > 6.5) && (selfdamage > self.health))
499                                         self.BUTTON_ATCK2 = false;
500                                 //if(self.BUTTON_ATCK2 == true)
501                                 //      dprint(ftos(desirabledamage),"\n");
502                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
503                         }
504
505                         return true;
506                 }
507                 case WR_THINK:
508                 {
509                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
510                         {
511                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
512                                 if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
513                                         _WEP_ACTION(self.weapon, WR_RELOAD);
514                         }
515                         else if(self.BUTTON_ATCK)
516                         {
517                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
518                                 {
519                                         W_MineLayer_Attack();
520                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
521                                 }
522                         }
523
524                         if(self.BUTTON_ATCK2)
525                         {
526                                 if(W_MineLayer_PlacedMines(true))
527                                         sound(self, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
528                         }
529
530                         return true;
531                 }
532                 case WR_INIT:
533                 {
534                         MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
535                         return true;
536                 }
537                 case WR_CHECKAMMO1:
538                 {
539                         // don't switch while placing a mine
540                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
541                         {
542                                 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
543                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
544                                 return ammo_amount;
545                         }
546                         return true;
547                 }
548                 case WR_CHECKAMMO2:
549                 {
550                         if(W_MineLayer_PlacedMines(false))
551                                 return true;
552                         else
553                                 return false;
554                 }
555                 case WR_CONFIG:
556                 {
557                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
558                         return true;
559                 }
560                 case WR_RESETPLAYER:
561                 {
562                         self.minelayer_mines = 0;
563                         return true;
564                 }
565                 case WR_RELOAD:
566                 {
567                         W_Reload(WEP_CVAR(minelayer, ammo), SND(RELOAD));
568                         return true;
569                 }
570                 case WR_SUICIDEMESSAGE:
571                 {
572                         return WEAPON_MINELAYER_SUICIDE;
573                 }
574                 case WR_KILLMESSAGE:
575                 {
576                         return WEAPON_MINELAYER_MURDER;
577                 }
578         }
579         return false;
580 }
581 #endif
582 #ifdef CSQC
583 bool W_MineLayer(entity thiswep, int req)
584 {SELFPARAM();
585         switch(req)
586         {
587                 case WR_IMPACTEFFECT:
588                 {
589                         vector org2;
590                         org2 = w_org + w_backoff * 12;
591                         pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
592                         if(!w_issilent)
593                                 sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
594
595                         return true;
596                 }
597                 case WR_INIT:
598                 {
599                         return true;
600                 }
601                 case WR_ZOOMRETICLE:
602                 {
603                         // no weapon specific image for this weapon
604                         return false;
605                 }
606         }
607         return false;
608 }
609 #endif
610 #endif