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On second thought, undo all that shit... this system is WAYYY too hacky to
[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 /* refname   */ "minelayer",
14 /* wepname   */ _("Mine Layer")
15 );
16
17 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
18 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19         w_cvar(id, sn, NONE, ammo) \
20         w_cvar(id, sn, NONE, animtime) \
21         w_cvar(id, sn, NONE, damage) \
22         w_cvar(id, sn, NONE, damageforcescale) \
23         w_cvar(id, sn, NONE, detonatedelay) \
24         w_cvar(id, sn, NONE, edgedamage) \
25         w_cvar(id, sn, NONE, force) \
26         w_cvar(id, sn, NONE, health) \
27         w_cvar(id, sn, NONE, lifetime) \
28         w_cvar(id, sn, NONE, lifetime_countdown) \
29         w_cvar(id, sn, NONE, limit) \
30         w_cvar(id, sn, NONE, protection) \
31         w_cvar(id, sn, NONE, proximityradius) \
32         w_cvar(id, sn, NONE, radius) \
33         w_cvar(id, sn, NONE, refire) \
34         w_cvar(id, sn, NONE, remote_damage) \
35         w_cvar(id, sn, NONE, remote_edgedamage) \
36         w_cvar(id, sn, NONE, remote_force) \
37         w_cvar(id, sn, NONE, remote_radius) \
38         w_cvar(id, sn, NONE, speed) \
39         w_cvar(id, sn, NONE, time) \
40         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
41         w_prop(id, sn, float,  reloading_time, reload_time) \
42         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
43         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
44         w_prop(id, sn, string, weaponreplace, weaponreplace) \
45         w_prop(id, sn, float,  weaponstart, weaponstart) \
46         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
47
48 #ifdef SVQC
49 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 void W_MineLayer_Think (void);
51 .float minelayer_detonate, mine_explodeanyway;
52 .float mine_time;
53 .vector mine_orientation;
54 #endif
55 #else
56 #ifdef SVQC
57 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
58
59 void W_MineLayer_Stick (entity to)
60 {
61         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
62
63         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
64
65         entity newmine;
66         newmine = spawn();
67         newmine.classname = self.classname;
68
69         newmine.bot_dodge = self.bot_dodge;
70         newmine.bot_dodgerating = self.bot_dodgerating;
71
72         newmine.owner = self.owner;
73         newmine.realowner = self.realowner;
74         setsize(newmine, '-4 -4 -4', '4 4 4');
75         setorigin(newmine, self.origin);
76         setmodel(newmine, "models/mine.md3");
77         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
78
79         newmine.mine_orientation = -trace_plane_normal;
80
81         newmine.takedamage = self.takedamage;
82         newmine.damageforcescale = self.damageforcescale;
83         newmine.health = self.health;
84         newmine.event_damage = self.event_damage;
85         newmine.spawnshieldtime = self.spawnshieldtime;
86         newmine.damagedbycontents = TRUE;
87
88         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
89         newmine.projectiledeathtype = self.projectiledeathtype;
90
91         newmine.mine_time = self.mine_time;
92
93         newmine.touch = func_null;
94         newmine.think = W_MineLayer_Think;
95         newmine.nextthink = time;
96         newmine.cnt = self.cnt;
97         newmine.flags = self.flags;
98
99         remove(self);
100         self = newmine;
101
102         if(to)
103                 SetMovetypeFollow(self, to);
104 }
105
106 void W_MineLayer_Explode()
107 {
108         if(other.takedamage == DAMAGE_AIM)
109                 if(IS_PLAYER(other))
110                         if(DIFF_TEAM(self.realowner, other))
111                                 if(other.deadflag == DEAD_NO)
112                                         if(IsFlying(other))
113                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
114
115         self.event_damage = func_null;
116         self.takedamage = DAMAGE_NO;
117
118         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);
119
120         if (self.realowner.weapon == WEP_MINE_LAYER)
121         {
122                 entity oldself;
123                 oldself = self;
124                 self = self.realowner;
125                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
126                 {
127                         self.cnt = WEP_MINE_LAYER;
128                         ATTACK_FINISHED(self) = time;
129                         self.switchweapon = w_getbestweapon(self);
130                 }
131                 self = oldself;
132         }
133         self.realowner.minelayer_mines -= 1;
134         remove (self);
135 }
136
137 void W_MineLayer_DoRemoteExplode ()
138 {
139         self.event_damage = func_null;
140         self.takedamage = DAMAGE_NO;
141
142         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
143                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
144
145         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);
146
147         if (self.realowner.weapon == WEP_MINE_LAYER)
148         {
149                 entity oldself;
150                 oldself = self;
151                 self = self.realowner;
152                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
153                 {
154                         self.cnt = WEP_MINE_LAYER;
155                         ATTACK_FINISHED(self) = time;
156                         self.switchweapon = w_getbestweapon(self);
157                 }
158                 self = oldself;
159         }
160         self.realowner.minelayer_mines -= 1;
161         remove (self);
162 }
163
164 void W_MineLayer_RemoteExplode ()
165 {
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 ()
177 {
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 float W_MineLayer_Count(entity e)
196 {
197         float 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 {
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))
223         {
224                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
225                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", 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)
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)
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, "weapons/mine_trigger.wav", 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)
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 {
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, float deathtype, vector hitloc, vector force)
292 {
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()
309 {
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                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
320                         play2(self, "weapons/unavailable.wav");
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, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
328         pointparticles(particleeffectnum("rocketlauncher_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;
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 = time + (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         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
363
364         // muzzle flash for 1st person view
365         flash = spawn ();
366         setmodel (flash, "models/flash.md3"); // precision set below
367         SUB_SetFade (flash, time, 0.1);
368         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
369         W_AttachToShotorg(flash, '5 0 0');
370
371         // common properties
372
373         other = mine; MUTATOR_CALLHOOK(EditProjectile);
374         
375         self.minelayer_mines = W_MineLayer_Count(self);
376 }
377
378 float W_MineLayer_PlacedMines(float detonate)
379 {
380         entity mine;
381         float minfound = 0;
382
383         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
384         {
385                 if(detonate)
386                 {
387                         if(!mine.minelayer_detonate)
388                         {
389                                 mine.minelayer_detonate = TRUE;
390                                 minfound = 1;
391                         }
392                 }
393                 else
394                         minfound = 1;
395         }
396         return minfound;
397 }
398
399 float W_MineLayer(float req)
400 {
401         entity mine;
402         float ammo_amount;
403         switch(req)
404         {
405                 case WR_AIM:
406                 {
407                         // aim and decide to fire if appropriate
408                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
409                                 self.BUTTON_ATCK = FALSE;
410                         else
411                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
412                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
413                         {
414                                 // decide whether to detonate mines
415                                 entity targetlist, targ;
416                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
417                                 float selfdamage, teamdamage, enemydamage;
418                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
419                                 coredamage = WEP_CVAR(minelayer, damage);
420                                 edgeradius = WEP_CVAR(minelayer, radius);
421                                 recipricoledgeradius = 1 / edgeradius;
422                                 selfdamage = 0;
423                                 teamdamage = 0;
424                                 enemydamage = 0;
425                                 targetlist = findchainfloat(bot_attack, TRUE);
426                                 mine = find(world, classname, "mine");
427                                 while (mine)
428                                 {
429                                         if (mine.realowner != self)
430                                         {
431                                                 mine = find(mine, classname, "mine");
432                                                 continue;
433                                         }
434                                         targ = targetlist;
435                                         while (targ)
436                                         {
437                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
438                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
439                                                 // count potential damage according to type of target
440                                                 if (targ == self)
441                                                         selfdamage = selfdamage + d;
442                                                 else if (targ.team == self.team && teamplay)
443                                                         teamdamage = teamdamage + d;
444                                                 else if (bot_shouldattack(targ))
445                                                         enemydamage = enemydamage + d;
446                                                 targ = targ.chain;
447                                         }
448                                         mine = find(mine, classname, "mine");
449                                 }
450                                 float desirabledamage;
451                                 desirabledamage = enemydamage;
452                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
453                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
454                                 if (teamplay && self.team)
455                                         desirabledamage = desirabledamage - teamdamage;
456
457                                 mine = find(world, classname, "mine");
458                                 while (mine)
459                                 {
460                                         if (mine.realowner != self)
461                                         {
462                                                 mine = find(mine, classname, "mine");
463                                                 continue;
464                                         }
465                                         makevectors(mine.v_angle);
466                                         targ = targetlist;
467                                         if (skill > 9) // normal players only do this for the target they are tracking
468                                         {
469                                                 targ = targetlist;
470                                                 while (targ)
471                                                 {
472                                                         if (
473                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
474                                                                 && desirabledamage > 0.1*coredamage
475                                                         )self.BUTTON_ATCK2 = TRUE;
476                                                         targ = targ.chain;
477                                                 }
478                                         }else{
479                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
480                                                 //As the distance gets larger, a correct detonation gets near imposible
481                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
482                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
483                                                         if(IS_PLAYER(self.enemy))
484                                                                 if(desirabledamage >= 0.1*coredamage)
485                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
486                                                                                 self.BUTTON_ATCK2 = TRUE;
487                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
488                                         }
489
490                                         mine = find(mine, classname, "mine");
491                                 }
492                                 // if we would be doing at X percent of the core damage, detonate it
493                                 // but don't fire a new shot at the same time!
494                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
495                                         self.BUTTON_ATCK2 = TRUE;
496                                 if ((skill > 6.5) && (selfdamage > self.health))
497                                         self.BUTTON_ATCK2 = FALSE;
498                                 //if(self.BUTTON_ATCK2 == TRUE)
499                                 //      dprint(ftos(desirabledamage),"\n");
500                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
501                         }
502                         
503                         return TRUE;
504                 }
505                 case WR_THINK:
506                 {
507                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
508                         {
509                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
510                                 if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
511                                         WEP_ACTION(self.weapon, WR_RELOAD);
512                         }
513                         else if (self.BUTTON_ATCK)
514                         {
515                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
516                                 {
517                                         W_MineLayer_Attack();
518                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
519                                 }
520                         }
521
522                         if (self.BUTTON_ATCK2)
523                         {
524                                 if(W_MineLayer_PlacedMines(TRUE))
525                                         sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
526                         }
527                         
528                         return TRUE;
529                 }
530                 case WR_INIT:
531                 {
532                         precache_model ("models/flash.md3");
533                         precache_model ("models/mine.md3");
534                         precache_model ("models/weapons/g_minelayer.md3");
535                         precache_model ("models/weapons/v_minelayer.md3");
536                         precache_model ("models/weapons/h_minelayer.iqm");
537                         precache_sound ("weapons/mine_det.wav");
538                         precache_sound ("weapons/mine_fire.wav");
539                         precache_sound ("weapons/mine_stick.wav");
540                         precache_sound ("weapons/mine_trigger.wav");
541                         MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
542                         return TRUE;
543                 }
544                 case WR_CHECKAMMO1:
545                 {
546                         // don't switch while placing a mine
547                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
548                         {
549                                 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
550                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
551                                 return ammo_amount;
552                         }
553                         return TRUE;
554                 }
555                 case WR_CHECKAMMO2:
556                 {
557                         if (W_MineLayer_PlacedMines(FALSE))
558                                 return TRUE;
559                         else
560                                 return FALSE;
561                 }
562                 case WR_CONFIG:
563                 {
564                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
565                         return TRUE;
566                 }
567                 case WR_RESETPLAYER:
568                 {
569                         self.minelayer_mines = 0;
570                         return TRUE;
571                 }
572                 case WR_RELOAD:
573                 {
574                         W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
575                         return TRUE;
576                 }
577                 case WR_SUICIDEMESSAGE:
578                 {
579                         return WEAPON_MINELAYER_SUICIDE;
580                 }
581                 case WR_KILLMESSAGE:
582                 {
583                         return WEAPON_MINELAYER_MURDER;
584                 }
585         }
586         return TRUE;
587 }
588 #endif
589 #ifdef CSQC
590 float W_MineLayer(float req)
591 {
592         switch(req)
593         {
594                 case WR_IMPACTEFFECT:
595                 {
596                         vector org2;
597                         org2 = w_org + w_backoff * 12;
598                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
599                         if(!w_issilent)
600                                 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
601                         
602                         return TRUE;
603                 }
604                 case WR_INIT:
605                 {
606                         precache_sound("weapons/mine_exp.wav");
607                         return TRUE;
608                 }
609                 case WR_ZOOMRETICLE:
610                 {
611                         // no weapon specific image for this weapon
612                         return FALSE;
613                 }
614         }
615         return TRUE;
616 }
617 #endif
618 #endif