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