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Add weapon image specification to REGISTER_WEAPON
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
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 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminelayer 0.9",
13 /* wepimg    */ "weaponminelayer",
14 /* refname   */ "minelayer",
15 /* wepname   */ _("Mine Layer")
16 );
17
18 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
19 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, ammo) \
21         w_cvar(id, sn, NONE, animtime) \
22         w_cvar(id, sn, NONE, damage) \
23         w_cvar(id, sn, NONE, damageforcescale) \
24         w_cvar(id, sn, NONE, detonatedelay) \
25         w_cvar(id, sn, NONE, edgedamage) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, health) \
28         w_cvar(id, sn, NONE, lifetime) \
29         w_cvar(id, sn, NONE, lifetime_countdown) \
30         w_cvar(id, sn, NONE, limit) \
31         w_cvar(id, sn, NONE, protection) \
32         w_cvar(id, sn, NONE, proximityradius) \
33         w_cvar(id, sn, NONE, radius) \
34         w_cvar(id, sn, NONE, refire) \
35         w_cvar(id, sn, NONE, remote_damage) \
36         w_cvar(id, sn, NONE, remote_edgedamage) \
37         w_cvar(id, sn, NONE, remote_force) \
38         w_cvar(id, sn, NONE, remote_radius) \
39         w_cvar(id, sn, NONE, speed) \
40         w_cvar(id, sn, NONE, time) \
41         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
42         w_prop(id, sn, float,  reloading_time, reload_time) \
43         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
44         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
45         w_prop(id, sn, string, weaponreplace, weaponreplace) \
46         w_prop(id, sn, float,  weaponstart, weaponstart) \
47         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
48
49 #ifdef SVQC
50 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
51 void W_MineLayer_Think (void);
52 .float minelayer_detonate, mine_explodeanyway;
53 .float mine_time;
54 .vector mine_orientation;
55 #endif
56 #else
57 #ifdef SVQC
58 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
59
60 void W_MineLayer_Stick (entity to)
61 {
62         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
63
64         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
65
66         entity newmine;
67         newmine = spawn();
68         newmine.classname = self.classname;
69
70         newmine.bot_dodge = self.bot_dodge;
71         newmine.bot_dodgerating = self.bot_dodgerating;
72
73         newmine.owner = self.owner;
74         newmine.realowner = self.realowner;
75         setsize(newmine, '-4 -4 -4', '4 4 4');
76         setorigin(newmine, self.origin);
77         setmodel(newmine, "models/mine.md3");
78         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
79
80         newmine.mine_orientation = -trace_plane_normal;
81
82         newmine.takedamage = self.takedamage;
83         newmine.damageforcescale = self.damageforcescale;
84         newmine.health = self.health;
85         newmine.event_damage = self.event_damage;
86         newmine.spawnshieldtime = self.spawnshieldtime;
87         newmine.damagedbycontents = TRUE;
88
89         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
90         newmine.projectiledeathtype = self.projectiledeathtype;
91
92         newmine.mine_time = self.mine_time;
93
94         newmine.touch = func_null;
95         newmine.think = W_MineLayer_Think;
96         newmine.nextthink = time;
97         newmine.cnt = self.cnt;
98         newmine.flags = self.flags;
99
100         remove(self);
101         self = newmine;
102
103         if(to)
104                 SetMovetypeFollow(self, to);
105 }
106
107 void W_MineLayer_Explode()
108 {
109         if(other.takedamage == DAMAGE_AIM)
110                 if(IS_PLAYER(other))
111                         if(DIFF_TEAM(self.realowner, other))
112                                 if(other.deadflag == DEAD_NO)
113                                         if(IsFlying(other))
114                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
115
116         self.event_damage = func_null;
117         self.takedamage = DAMAGE_NO;
118
119         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);
120
121         if (self.realowner.weapon == WEP_MINE_LAYER)
122         {
123                 entity oldself;
124                 oldself = self;
125                 self = self.realowner;
126                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
127                 {
128                         self.cnt = WEP_MINE_LAYER;
129                         ATTACK_FINISHED(self) = time;
130                         self.switchweapon = w_getbestweapon(self);
131                 }
132                 self = oldself;
133         }
134         self.realowner.minelayer_mines -= 1;
135         remove (self);
136 }
137
138 void W_MineLayer_DoRemoteExplode ()
139 {
140         self.event_damage = func_null;
141         self.takedamage = DAMAGE_NO;
142
143         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
144                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
145
146         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);
147
148         if (self.realowner.weapon == WEP_MINE_LAYER)
149         {
150                 entity oldself;
151                 oldself = self;
152                 self = self.realowner;
153                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
154                 {
155                         self.cnt = WEP_MINE_LAYER;
156                         ATTACK_FINISHED(self) = time;
157                         self.switchweapon = w_getbestweapon(self);
158                 }
159                 self = oldself;
160         }
161         self.realowner.minelayer_mines -= 1;
162         remove (self);
163 }
164
165 void W_MineLayer_RemoteExplode ()
166 {
167         if(self.realowner.deadflag == DEAD_NO)
168                 if((self.spawnshieldtime >= 0)
169                         ? (time >= self.spawnshieldtime) // timer
170                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
171                 )
172                 {
173                         W_MineLayer_DoRemoteExplode();
174                 }
175 }
176
177 void W_MineLayer_ProximityExplode ()
178 {
179         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
180         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
181         {
182                 entity head;
183                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
184                 while(head)
185                 {
186                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
187                                 return;
188                         head = head.chain;
189                 }
190         }
191
192         self.mine_time = 0;
193         W_MineLayer_Explode();
194 }
195
196 float W_MineLayer_Count(entity e)
197 {
198         float minecount = 0;
199         entity mine;
200         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
201                 minecount += 1;
202
203         return minecount;
204 }
205
206 void W_MineLayer_Think (void)
207 {
208         entity head;
209
210         self.nextthink = time;
211
212         if(self.movetype == MOVETYPE_FOLLOW)
213         {
214                 if(LostMovetypeFollow(self))
215                 {
216                         UnsetMovetypeFollow(self);
217                         self.movetype = MOVETYPE_NONE;
218                 }
219         }
220         
221         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
222         // TODO: replace this mine_trigger.wav sound with a real countdown
223         if ((time > self.cnt) && (!self.mine_time))
224         {
225                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
226                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
227                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
228                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
229         }
230
231         // a player's mines shall explode if he disconnects or dies
232         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
233         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
234         {
235                 other = world;
236                 self.projectiledeathtype |= HITTYPE_BOUNCE;
237                 W_MineLayer_Explode();
238                 return;
239         }
240
241         // set the mine for detonation when a foe gets close enough
242         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
243         while(head)
244         {
245                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
246                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
247                 if(!self.mine_time)
248                 {
249                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
250                         self.mine_time = time + WEP_CVAR(minelayer, time);
251                 }
252                 head = head.chain;
253         }
254
255         // explode if it's time to
256         if(self.mine_time && time >= self.mine_time)
257         {
258                 W_MineLayer_ProximityExplode();
259                 return;
260         }
261
262         // remote detonation
263         if (self.realowner.weapon == WEP_MINE_LAYER)
264         if (self.realowner.deadflag == DEAD_NO)
265         if (self.minelayer_detonate)
266                 W_MineLayer_RemoteExplode();
267 }
268
269 void W_MineLayer_Touch (void)
270 {
271         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
272                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
273
274         if(WarpZone_Projectile_Touch())
275         {
276                 if(wasfreed(self))
277                         self.realowner.minelayer_mines -= 1;
278                 return;
279         }
280
281         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
282         {
283                 // hit a player
284                 // don't stick
285         }
286         else
287         {
288                 W_MineLayer_Stick(other);
289         }
290 }
291
292 void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
293 {
294         if (self.health <= 0)
295                 return;
296                 
297         float is_from_enemy = (inflictor.realowner != self.realowner);
298                 
299         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
300                 return; // g_projectiles_damage says to halt
301                 
302         self.health = self.health - damage;
303         self.angles = vectoangles(self.velocity);
304         
305         if (self.health <= 0)
306                 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
307 }
308
309 void W_MineLayer_Attack()
310 {
311         entity mine;
312         entity flash;
313
314         // scan how many mines we placed, and return if we reached our limit
315         if(WEP_CVAR(minelayer, limit))
316         {
317                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
318                 {
319                         // the refire delay keeps this message from being spammed
320                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
321                         play2(self, "weapons/unavailable.wav");
322                         return;
323                 }
324         }
325
326         W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
327
328         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
329         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
330
331         mine = WarpZone_RefSys_SpawnSameRefSys(self);
332         mine.owner = mine.realowner = self;
333         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
334                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
335         else
336                 mine.spawnshieldtime = -1;
337         mine.classname = "mine";
338         mine.bot_dodge = TRUE;
339         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
340
341         mine.takedamage = DAMAGE_YES;
342         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
343         mine.health = WEP_CVAR(minelayer, health);
344         mine.event_damage = W_MineLayer_Damage;
345         mine.damagedbycontents = TRUE;
346
347         mine.movetype = MOVETYPE_TOSS;
348         PROJECTILE_MAKETRIGGER(mine);
349         mine.projectiledeathtype = WEP_MINE_LAYER;
350         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
351
352         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
353         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
354         mine.angles = vectoangles (mine.velocity);
355
356         mine.touch = W_MineLayer_Touch;
357         mine.think = W_MineLayer_Think;
358         mine.nextthink = time;
359         mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
360         mine.flags = FL_PROJECTILE;
361         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
362
363         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
364
365         // muzzle flash for 1st person view
366         flash = spawn ();
367         setmodel (flash, "models/flash.md3"); // precision set below
368         SUB_SetFade (flash, time, 0.1);
369         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
370         W_AttachToShotorg(flash, '5 0 0');
371
372         // common properties
373
374         other = mine; MUTATOR_CALLHOOK(EditProjectile);
375         
376         self.minelayer_mines = W_MineLayer_Count(self);
377 }
378
379 float W_MineLayer_PlacedMines(float detonate)
380 {
381         entity mine;
382         float minfound = 0;
383
384         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
385         {
386                 if(detonate)
387                 {
388                         if(!mine.minelayer_detonate)
389                         {
390                                 mine.minelayer_detonate = TRUE;
391                                 minfound = 1;
392                         }
393                 }
394                 else
395                         minfound = 1;
396         }
397         return minfound;
398 }
399
400 float W_MineLayer(float req)
401 {
402         entity mine;
403         float ammo_amount;
404         switch(req)
405         {
406                 case WR_AIM:
407                 {
408                         // aim and decide to fire if appropriate
409                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
410                                 self.BUTTON_ATCK = FALSE;
411                         else
412                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
413                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
414                         {
415                                 // decide whether to detonate mines
416                                 entity targetlist, targ;
417                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
418                                 float selfdamage, teamdamage, enemydamage;
419                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
420                                 coredamage = WEP_CVAR(minelayer, damage);
421                                 edgeradius = WEP_CVAR(minelayer, radius);
422                                 recipricoledgeradius = 1 / edgeradius;
423                                 selfdamage = 0;
424                                 teamdamage = 0;
425                                 enemydamage = 0;
426                                 targetlist = findchainfloat(bot_attack, TRUE);
427                                 mine = find(world, classname, "mine");
428                                 while (mine)
429                                 {
430                                         if (mine.realowner != self)
431                                         {
432                                                 mine = find(mine, classname, "mine");
433                                                 continue;
434                                         }
435                                         targ = targetlist;
436                                         while (targ)
437                                         {
438                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
439                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
440                                                 // count potential damage according to type of target
441                                                 if (targ == self)
442                                                         selfdamage = selfdamage + d;
443                                                 else if (targ.team == self.team && teamplay)
444                                                         teamdamage = teamdamage + d;
445                                                 else if (bot_shouldattack(targ))
446                                                         enemydamage = enemydamage + d;
447                                                 targ = targ.chain;
448                                         }
449                                         mine = find(mine, classname, "mine");
450                                 }
451                                 float desirabledamage;
452                                 desirabledamage = enemydamage;
453                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
454                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
455                                 if (teamplay && self.team)
456                                         desirabledamage = desirabledamage - teamdamage;
457
458                                 mine = find(world, classname, "mine");
459                                 while (mine)
460                                 {
461                                         if (mine.realowner != self)
462                                         {
463                                                 mine = find(mine, classname, "mine");
464                                                 continue;
465                                         }
466                                         makevectors(mine.v_angle);
467                                         targ = targetlist;
468                                         if (skill > 9) // normal players only do this for the target they are tracking
469                                         {
470                                                 targ = targetlist;
471                                                 while (targ)
472                                                 {
473                                                         if (
474                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
475                                                                 && desirabledamage > 0.1*coredamage
476                                                         )self.BUTTON_ATCK2 = TRUE;
477                                                         targ = targ.chain;
478                                                 }
479                                         }else{
480                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
481                                                 //As the distance gets larger, a correct detonation gets near imposible
482                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
483                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
484                                                         if(IS_PLAYER(self.enemy))
485                                                                 if(desirabledamage >= 0.1*coredamage)
486                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
487                                                                                 self.BUTTON_ATCK2 = TRUE;
488                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
489                                         }
490
491                                         mine = find(mine, classname, "mine");
492                                 }
493                                 // if we would be doing at X percent of the core damage, detonate it
494                                 // but don't fire a new shot at the same time!
495                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
496                                         self.BUTTON_ATCK2 = TRUE;
497                                 if ((skill > 6.5) && (selfdamage > self.health))
498                                         self.BUTTON_ATCK2 = FALSE;
499                                 //if(self.BUTTON_ATCK2 == TRUE)
500                                 //      dprint(ftos(desirabledamage),"\n");
501                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
502                         }
503                         
504                         return TRUE;
505                 }
506                 case WR_THINK:
507                 {
508                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
509                         {
510                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
511                                 if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
512                                         WEP_ACTION(self.weapon, WR_RELOAD);
513                         }
514                         else if (self.BUTTON_ATCK)
515                         {
516                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
517                                 {
518                                         W_MineLayer_Attack();
519                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
520                                 }
521                         }
522
523                         if (self.BUTTON_ATCK2)
524                         {
525                                 if(W_MineLayer_PlacedMines(TRUE))
526                                         sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
527                         }
528                         
529                         return TRUE;
530                 }
531                 case WR_INIT:
532                 {
533                         precache_model ("models/flash.md3");
534                         precache_model ("models/mine.md3");
535                         precache_model ("models/weapons/g_minelayer.md3");
536                         precache_model ("models/weapons/v_minelayer.md3");
537                         precache_model ("models/weapons/h_minelayer.iqm");
538                         precache_sound ("weapons/mine_det.wav");
539                         precache_sound ("weapons/mine_fire.wav");
540                         precache_sound ("weapons/mine_stick.wav");
541                         precache_sound ("weapons/mine_trigger.wav");
542                         MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
543                         return TRUE;
544                 }
545                 case WR_CHECKAMMO1:
546                 {
547                         // don't switch while placing a mine
548                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
549                         {
550                                 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
551                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
552                                 return ammo_amount;
553                         }
554                         return TRUE;
555                 }
556                 case WR_CHECKAMMO2:
557                 {
558                         if (W_MineLayer_PlacedMines(FALSE))
559                                 return TRUE;
560                         else
561                                 return FALSE;
562                 }
563                 case WR_CONFIG:
564                 {
565                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
566                         return TRUE;
567                 }
568                 case WR_RESETPLAYER:
569                 {
570                         self.minelayer_mines = 0;
571                         return TRUE;
572                 }
573                 case WR_RELOAD:
574                 {
575                         W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
576                         return TRUE;
577                 }
578                 case WR_SUICIDEMESSAGE:
579                 {
580                         return WEAPON_MINELAYER_SUICIDE;
581                 }
582                 case WR_KILLMESSAGE:
583                 {
584                         return WEAPON_MINELAYER_MURDER;
585                 }
586         }
587         return TRUE;
588 }
589 #endif
590 #ifdef CSQC
591 float W_MineLayer(float req)
592 {
593         switch(req)
594         {
595                 case WR_IMPACTEFFECT:
596                 {
597                         vector org2;
598                         org2 = w_org + w_backoff * 12;
599                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
600                         if(!w_issilent)
601                                 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
602                         
603                         return TRUE;
604                 }
605                 case WR_INIT:
606                 {
607                         precache_sound("weapons/mine_exp.wav");
608                         return TRUE;
609                 }
610                 case WR_ZOOMRETICLE:
611                 {
612                         // no weapon specific image for this weapon
613                         return FALSE;
614                 }
615         }
616         return TRUE;
617 }
618 #endif
619 #endif