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