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