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1 #ifndef IMPLEMENTATION
2 CLASS(MineLayer, Weapon)
3 /* ammotype  */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(MineLayer, impulse, int, 4)
5 /* flags     */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
8 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
14 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
15 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
16 /* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, NONE) \
21                 P(class, prefix, animtime, float, NONE) \
22                 P(class, prefix, damageforcescale, float, NONE) \
23                 P(class, prefix, damage, float, NONE) \
24                 P(class, prefix, detonatedelay, float, NONE) \
25                 P(class, prefix, edgedamage, float, NONE) \
26                 P(class, prefix, force, float, NONE) \
27                 P(class, prefix, health, float, NONE) \
28                 P(class, prefix, lifetime, float, NONE) \
29                 P(class, prefix, lifetime_countdown, float, NONE) \
30                 P(class, prefix, limit, float, NONE) \
31                 P(class, prefix, protection, float, NONE) \
32                 P(class, prefix, proximityradius, float, NONE) \
33                 P(class, prefix, radius, float, NONE) \
34                 P(class, prefix, refire, float, NONE) \
35                 P(class, prefix, reload_ammo, float, NONE) \
36         P(class, prefix, reload_time, float, NONE) \
37                 P(class, prefix, remote_damage, float, NONE) \
38                 P(class, prefix, remote_edgedamage, float, NONE) \
39                 P(class, prefix, remote_force, float, NONE) \
40                 P(class, prefix, remote_radius, float, NONE) \
41                 P(class, prefix, speed, float, NONE) \
42         P(class, prefix, switchdelay_drop, float, NONE) \
43         P(class, prefix, switchdelay_raise, float, NONE) \
44                 P(class, prefix, time, float, NONE) \
45         P(class, prefix, weaponreplace, string, NONE) \
46         P(class, prefix, weaponstartoverride, float, NONE) \
47         P(class, prefix, weaponstart, float, NONE) \
48         P(class, prefix, weaponthrowable, float, NONE) \
49         END()
50     W_PROPS(X, MineLayer, minelayer)
51 #undef X
52 ENDCLASS(MineLayer)
53 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
54
55 #ifdef SVQC
56 void W_MineLayer_Think(entity this);
57 .float minelayer_detonate, mine_explodeanyway;
58 .float mine_time;
59 .vector mine_orientation;
60 #endif
61 #endif
62 #ifdef IMPLEMENTATION
63 #ifdef SVQC
64 spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
65
66 void W_MineLayer_Stick(entity this, entity to)
67 {
68         spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
69
70         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
71
72         entity newmine = spawn();
73         IL_PUSH(g_mines, newmine);
74         newmine.classname = this.classname;
75
76         newmine.bot_dodge = this.bot_dodge;
77         newmine.bot_dodgerating = this.bot_dodgerating;
78
79         newmine.owner = this.owner;
80         newmine.realowner = this.realowner;
81         setsize(newmine, '-4 -4 -4', '4 4 4');
82         setorigin(newmine, this.origin);
83         setmodel(newmine, MDL_MINELAYER_MINE);
84         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
85
86         newmine.mine_orientation = -trace_plane_normal;
87
88         newmine.takedamage = this.takedamage;
89         newmine.damageforcescale = this.damageforcescale;
90         newmine.health = this.health;
91         newmine.event_damage = this.event_damage;
92         newmine.spawnshieldtime = this.spawnshieldtime;
93         newmine.damagedbycontents = true;
94
95         set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
96         newmine.projectiledeathtype = this.projectiledeathtype;
97
98         newmine.mine_time = this.mine_time;
99
100         settouch(newmine, func_null);
101         setthink(newmine, W_MineLayer_Think);
102         newmine.nextthink = time;
103         newmine.cnt = this.cnt;
104         newmine.flags = this.flags;
105
106         remove(this);
107
108         if(to)
109                 SetMovetypeFollow(newmine, to);
110 }
111
112 void W_MineLayer_Explode(entity this, entity directhitentity)
113 {
114         if(directhitentity.takedamage == DAMAGE_AIM)
115                 if(IS_PLAYER(directhitentity))
116                         if(DIFF_TEAM(this.realowner, directhitentity))
117                                 if(!IS_DEAD(directhitentity))
118                                         if(IsFlying(directhitentity))
119                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
120
121         this.event_damage = func_null;
122         this.takedamage = DAMAGE_NO;
123
124         RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
125
126         if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
127         {
128                 entity own = this.realowner;
129                 Weapon w = WEP_MINE_LAYER;
130                 if(!w.wr_checkammo1(w, own))
131                 {
132                         own.cnt = WEP_MINE_LAYER.m_id;
133                         int slot = 0; // TODO: unhardcode
134                         ATTACK_FINISHED(own, slot) = time;
135                         PS(own).m_switchweapon = w_getbestweapon(own);
136                 }
137         }
138         this.realowner.minelayer_mines -= 1;
139         remove(this);
140 }
141
142 void W_MineLayer_Explode_think(entity this)
143 {
144         W_MineLayer_Explode(this, NULL);
145 }
146
147 void W_MineLayer_DoRemoteExplode(entity this)
148 {
149         this.event_damage = func_null;
150         this.takedamage = DAMAGE_NO;
151
152         if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
153                 this.velocity = this.mine_orientation; // particle fx and decals need .velocity
154
155         RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
156
157         if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
158         {
159                 entity own = this.realowner;
160                 Weapon w = WEP_MINE_LAYER;
161                 if(!w.wr_checkammo1(w, own))
162                 {
163                         own.cnt = WEP_MINE_LAYER.m_id;
164                         int slot = 0; // TODO: unhardcode
165                         ATTACK_FINISHED(own, slot) = time;
166                         PS(own).m_switchweapon = w_getbestweapon(own);
167                 }
168         }
169         this.realowner.minelayer_mines -= 1;
170         remove(this);
171 }
172
173 void W_MineLayer_RemoteExplode(entity this)
174 {
175         if(!IS_DEAD(this.realowner))
176                 if((this.spawnshieldtime >= 0)
177                         ? (time >= this.spawnshieldtime) // timer
178                         : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
179                 )
180                 {
181                         W_MineLayer_DoRemoteExplode(this);
182                 }
183 }
184
185 void W_MineLayer_ProximityExplode(entity this)
186 {
187         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
188         if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
189         {
190                 entity head;
191                 head = findradius(this.origin, WEP_CVAR(minelayer, radius));
192                 while(head)
193                 {
194                         if(head == this.realowner || SAME_TEAM(head, this.realowner))
195                                 return;
196                         head = head.chain;
197                 }
198         }
199
200         this.mine_time = 0;
201         W_MineLayer_Explode(this, NULL);
202 }
203
204 int W_MineLayer_Count(entity e)
205 {
206         int minecount = 0;
207         IL_EACH(g_mines, it.realowner == e,
208         {
209                 minecount += 1;
210         });
211
212         return minecount;
213 }
214
215 void W_MineLayer_Think(entity this)
216 {
217         entity head;
218
219         this.nextthink = time;
220
221         if(this.move_movetype == MOVETYPE_FOLLOW)
222         {
223                 if(LostMovetypeFollow(this))
224                 {
225                         UnsetMovetypeFollow(this);
226                         set_movetype(this, MOVETYPE_NONE);
227                 }
228         }
229
230         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
231         // TODO: replace this mine_trigger.wav sound with a real countdown
232         if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
233         {
234                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
235                         spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
236                 this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
237                 this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
238         }
239
240         // a player's mines shall explode if he disconnects or dies
241         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
242         if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
243         {
244                 this.projectiledeathtype |= HITTYPE_BOUNCE;
245                 W_MineLayer_Explode(this, NULL);
246                 return;
247         }
248
249         // set the mine for detonation when a foe gets close enough
250         head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
251         while(head)
252         {
253                 if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
254                 if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
255                 if(!this.mine_time)
256                 {
257                         spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
258                         this.mine_time = time + WEP_CVAR(minelayer, time);
259                 }
260                 head = head.chain;
261         }
262
263         // explode if it's time to
264         if(this.mine_time && time >= this.mine_time)
265         {
266                 W_MineLayer_ProximityExplode(this);
267                 return;
268         }
269
270         // remote detonation
271         if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
272         if(!IS_DEAD(this.realowner))
273         if(this.minelayer_detonate)
274                 W_MineLayer_RemoteExplode(this);
275 }
276
277 void W_MineLayer_Touch(entity this, entity toucher)
278 {
279         if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
280                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
281
282         if(WarpZone_Projectile_Touch(this, toucher))
283         {
284                 if(wasfreed(this))
285                         this.realowner.minelayer_mines -= 1;
286                 return;
287         }
288
289         if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
290         {
291                 // hit a player
292                 // don't stick
293         }
294         else
295         {
296                 W_MineLayer_Stick(this, toucher);
297         }
298 }
299
300 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
301 {
302         if(this.health <= 0)
303                 return;
304
305         float is_from_enemy = (inflictor.realowner != this.realowner);
306
307         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
308                 return; // g_projectiles_damage says to halt
309
310         this.health = this.health - damage;
311         this.angles = vectoangles(this.velocity);
312
313         if(this.health <= 0)
314                 W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
315 }
316
317 void W_MineLayer_Attack(Weapon thiswep, entity actor)
318 {
319         entity mine;
320         entity flash;
321
322         // scan how many mines we placed, and return if we reached our limit
323         if(WEP_CVAR(minelayer, limit))
324         {
325                 if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
326                 {
327                         // the refire delay keeps this message from being spammed
328                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
329                         play2(actor, SND(UNAVAILABLE));
330                         return;
331                 }
332         }
333
334         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo));
335
336         W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
337         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
338
339         mine = WarpZone_RefSys_SpawnSameRefSys(actor);
340         IL_PUSH(g_mines, mine);
341         mine.owner = mine.realowner = actor;
342         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
343                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
344         else
345                 mine.spawnshieldtime = -1;
346         mine.classname = "mine";
347         mine.bot_dodge = true;
348         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
349
350         mine.takedamage = DAMAGE_YES;
351         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
352         mine.health = WEP_CVAR(minelayer, health);
353         mine.event_damage = W_MineLayer_Damage;
354         mine.damagedbycontents = true;
355
356         set_movetype(mine, MOVETYPE_TOSS);
357         PROJECTILE_MAKETRIGGER(mine);
358         mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
359         setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
360
361         setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
362         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
363         mine.angles = vectoangles(mine.velocity);
364
365         settouch(mine, W_MineLayer_Touch);
366         setthink(mine, W_MineLayer_Think);
367         mine.nextthink = time;
368         mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
369         mine.flags = FL_PROJECTILE;
370         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
371
372         if(mine.cnt > 0) { mine.cnt += time; }
373
374         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
375
376         // muzzle flash for 1st person view
377         flash = spawn();
378         setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
379         SUB_SetFade(flash, time, 0.1);
380         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
381         W_AttachToShotorg(actor, flash, '5 0 0');
382
383         // common properties
384
385         MUTATOR_CALLHOOK(EditProjectile, actor, mine);
386
387         actor.minelayer_mines = W_MineLayer_Count(actor);
388 }
389
390 bool W_MineLayer_PlacedMines(entity this, bool detonate)
391 {
392         bool minfound = false;
393
394         IL_EACH(g_mines, it.realowner == this,
395         {
396                 if(detonate)
397                 {
398                         if(!it.minelayer_detonate)
399                         {
400                                 it.minelayer_detonate = true;
401                                 minfound = true;
402                         }
403                 }
404                 else
405                         minfound = true;
406         });
407         return minfound;
408 }
409
410 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
411 {
412     // aim and decide to fire if appropriate
413     if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
414         PHYS_INPUT_BUTTON_ATCK(actor) = false;
415     else
416         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
417     if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
418     {
419         // decide whether to detonate mines
420         float edgedamage, coredamage, edgeradius, recipricoledgeradius;
421         float selfdamage, teamdamage, enemydamage;
422         edgedamage = WEP_CVAR(minelayer, edgedamage);
423         coredamage = WEP_CVAR(minelayer, damage);
424         edgeradius = WEP_CVAR(minelayer, radius);
425         recipricoledgeradius = 1 / edgeradius;
426         selfdamage = 0;
427         teamdamage = 0;
428         enemydamage = 0;
429
430         IL_EACH(g_mines, it.realowner == actor,
431         {
432                 entity mine = it;
433                 FOREACH_ENTITY_FLOAT(bot_attack, true,
434                 {
435                         float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
436                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
437                 // count potential damage according to type of target
438                 if(it == actor)
439                     selfdamage = selfdamage + d;
440                 else if(SAME_TEAM(it, actor))
441                     teamdamage = teamdamage + d;
442                 else if(bot_shouldattack(actor, it))
443                     enemydamage = enemydamage + d;
444                 });
445         });
446
447         float desirabledamage;
448         desirabledamage = enemydamage;
449         if(time > actor.invincible_finished && time > actor.spawnshieldtime)
450             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
451         if(teamplay && actor.team)
452             desirabledamage = desirabledamage - teamdamage;
453
454         makevectors(actor.v_angle);
455         IL_EACH(g_mines, it.realowner == actor,
456         {
457             if(skill > 9) // normal players only do this for the target they are tracking
458             {
459                     entity mine = it;
460                     FOREACH_ENTITY_FLOAT(bot_attack, true,
461                     {
462                         if((v_forward * normalize(mine.origin - it.origin) < 0.1)
463                             && desirabledamage > 0.1 * coredamage
464                             ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
465                     });
466                 }
467                 else
468                 {
469                 //As the distance gets larger, a correct detonation gets near imposible
470                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
471                 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
472                         && IS_PLAYER(actor.enemy)
473                         && (desirabledamage >= 0.1 * coredamage)
474                         )
475                 {
476                         float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
477                         if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
478                                 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
479                 }
480                 }
481         });
482
483         // if we would be doing at X percent of the core damage, detonate it
484         // but don't fire a new shot at the same time!
485         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
486             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
487         if((skill > 6.5) && (selfdamage > actor.health))
488             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
489         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
490         //      dprint(ftos(desirabledamage),"\n");
491         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
492     }
493 }
494 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
495 {
496     if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
497     {
498         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
499         if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
500             thiswep.wr_reload(thiswep, actor, weaponentity);
501         }
502     }
503     else if(fire & 1)
504     {
505         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
506         {
507             W_MineLayer_Attack(thiswep, actor);
508             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
509         }
510     }
511
512     if(fire & 2)
513     {
514         if(W_MineLayer_PlacedMines(actor, true))
515             sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
516     }
517 }
518 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
519 {
520     //int slot = 0; // TODO: unhardcode
521     // actually do // don't switch while placing a mine
522     //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
523     //{
524         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
525         ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
526         return ammo_amount;
527     //}
528     //return true;
529 }
530 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
531 {
532     if(W_MineLayer_PlacedMines(actor, false))
533         return true;
534     else
535         return false;
536 }
537 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
538 {
539     actor.minelayer_mines = 0;
540 }
541 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
542 {
543     W_Reload(actor, WEP_CVAR(minelayer, ammo), SND_RELOAD);
544 }
545 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
546 {
547     return WEAPON_MINELAYER_SUICIDE;
548 }
549 METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
550 {
551     return WEAPON_MINELAYER_MURDER;
552 }
553
554 #endif
555 #ifdef CSQC
556
557 METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
558 {
559     vector org2;
560     org2 = w_org + w_backoff * 12;
561     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
562     if(!w_issilent)
563         sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
564 }
565
566 #endif
567 #endif