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1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ MINE_LAYER,
4 /* function  */ W_MineLayer,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 4,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.75 1 0',
10 /* modelname */ "minelayer",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminelayer 0.9",
13 /* wepimg    */ "weaponminelayer",
14 /* refname   */ "minelayer",
15 /* wepname   */ _("Mine Layer")
16 );
17
18 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
19 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, ammo) \
21         w_cvar(id, sn, NONE, animtime) \
22         w_cvar(id, sn, NONE, damage) \
23         w_cvar(id, sn, NONE, damageforcescale) \
24         w_cvar(id, sn, NONE, detonatedelay) \
25         w_cvar(id, sn, NONE, edgedamage) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, health) \
28         w_cvar(id, sn, NONE, lifetime) \
29         w_cvar(id, sn, NONE, lifetime_countdown) \
30         w_cvar(id, sn, NONE, limit) \
31         w_cvar(id, sn, NONE, protection) \
32         w_cvar(id, sn, NONE, proximityradius) \
33         w_cvar(id, sn, NONE, radius) \
34         w_cvar(id, sn, NONE, refire) \
35         w_cvar(id, sn, NONE, remote_damage) \
36         w_cvar(id, sn, NONE, remote_edgedamage) \
37         w_cvar(id, sn, NONE, remote_force) \
38         w_cvar(id, sn, NONE, remote_radius) \
39         w_cvar(id, sn, NONE, speed) \
40         w_cvar(id, sn, NONE, time) \
41         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
42         w_prop(id, sn, float,  reloading_time, reload_time) \
43         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
44         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
45         w_prop(id, sn, string, weaponreplace, weaponreplace) \
46         w_prop(id, sn, float,  weaponstart, weaponstart) \
47         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
48         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
49
50 #ifdef SVQC
51 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 void W_MineLayer_Think(void);
53 .float minelayer_detonate, mine_explodeanyway;
54 .float mine_time;
55 .vector mine_orientation;
56 #endif
57 #endif
58 #ifdef IMPLEMENTATION
59 #ifdef SVQC
60 void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
61
62 void W_MineLayer_Stick(entity to)
63 {SELFPARAM();
64         spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
65
66         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
67
68         entity newmine;
69         newmine = spawn();
70         newmine.classname = self.classname;
71
72         newmine.bot_dodge = self.bot_dodge;
73         newmine.bot_dodgerating = self.bot_dodgerating;
74
75         newmine.owner = self.owner;
76         newmine.realowner = self.realowner;
77         setsize(newmine, '-4 -4 -4', '4 4 4');
78         setorigin(newmine, self.origin);
79         setmodel(newmine, MDL_MINELAYER_MINE);
80         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
81
82         newmine.mine_orientation = -trace_plane_normal;
83
84         newmine.takedamage = self.takedamage;
85         newmine.damageforcescale = self.damageforcescale;
86         newmine.health = self.health;
87         newmine.event_damage = self.event_damage;
88         newmine.spawnshieldtime = self.spawnshieldtime;
89         newmine.damagedbycontents = true;
90
91         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
92         newmine.projectiledeathtype = self.projectiledeathtype;
93
94         newmine.mine_time = self.mine_time;
95
96         newmine.touch = func_null;
97         newmine.think = W_MineLayer_Think;
98         newmine.nextthink = time;
99         newmine.cnt = self.cnt;
100         newmine.flags = self.flags;
101
102         remove(self);
103         setself(newmine);
104
105         if(to)
106                 SetMovetypeFollow(self, to);
107 }
108
109 void W_MineLayer_Explode(void)
110 {SELFPARAM();
111         if(other.takedamage == DAMAGE_AIM)
112                 if(IS_PLAYER(other))
113                         if(DIFF_TEAM(self.realowner, other))
114                                 if(other.deadflag == DEAD_NO)
115                                         if(IsFlying(other))
116                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
117
118         self.event_damage = func_null;
119         self.takedamage = DAMAGE_NO;
120
121         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);
122
123         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
124         {
125                 setself(self.realowner);
126                 if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
127                 {
128                         self.cnt = WEP_MINE_LAYER.m_id;
129                         ATTACK_FINISHED(self) = time;
130                         self.switchweapon = w_getbestweapon(self);
131                 }
132                 setself(this);
133         }
134         self.realowner.minelayer_mines -= 1;
135         remove(self);
136 }
137
138 void W_MineLayer_DoRemoteExplode(void)
139 {SELFPARAM();
140         self.event_damage = func_null;
141         self.takedamage = DAMAGE_NO;
142
143         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
144                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
145
146         RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
147
148         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
149         {
150                 setself(self.realowner);
151                 if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
152                 {
153                         self.cnt = WEP_MINE_LAYER.m_id;
154                         ATTACK_FINISHED(self) = time;
155                         self.switchweapon = w_getbestweapon(self);
156                 }
157                 setself(this);
158         }
159         self.realowner.minelayer_mines -= 1;
160         remove(self);
161 }
162
163 void W_MineLayer_RemoteExplode(void)
164 {SELFPARAM();
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(void)
176 {SELFPARAM();
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 int W_MineLayer_Count(entity e)
195 {
196         int 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 {SELFPARAM();
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) && (self.cnt > 0))
222         {
223                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
224                         spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), 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 || self.realowner.frozen)
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 && !head.frozen)
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, SND(MINE_TRIGGER), 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.m_id)
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 {SELFPARAM();
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, int deathtype, vector hitloc, vector force)
291 {SELFPARAM();
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(void)
308 {SELFPARAM();
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                         Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
319                         play2(self, SND(UNAVAILABLE));
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, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
327         Send_Effect(EFFECT_ROCKET_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.m_id;
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 = (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         if(mine.cnt > 0) { mine.cnt += time; }
362
363         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
364
365         // muzzle flash for 1st person view
366         flash = spawn();
367         setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
368         SUB_SetFade(flash, time, 0.1);
369         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
370         W_AttachToShotorg(flash, '5 0 0');
371
372         // common properties
373
374         MUTATOR_CALLHOOK(EditProjectile, self, mine);
375
376         self.minelayer_mines = W_MineLayer_Count(self);
377 }
378
379 float W_MineLayer_PlacedMines(float detonate)
380 {SELFPARAM();
381         entity mine;
382         float minfound = 0;
383
384         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
385         {
386                 if(detonate)
387                 {
388                         if(!mine.minelayer_detonate)
389                         {
390                                 mine.minelayer_detonate = true;
391                                 minfound = 1;
392                         }
393                 }
394                 else
395                         minfound = 1;
396         }
397         return minfound;
398 }
399
400 bool W_MineLayer(int req)
401 {SELFPARAM();
402         entity mine;
403         float ammo_amount;
404         switch(req)
405         {
406                 case WR_AIM:
407                 {
408                         // aim and decide to fire if appropriate
409                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
410                                 self.BUTTON_ATCK = false;
411                         else
412                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
413                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
414                         {
415                                 // decide whether to detonate mines
416                                 entity targetlist, targ;
417                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
418                                 float selfdamage, teamdamage, enemydamage;
419                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
420                                 coredamage = WEP_CVAR(minelayer, damage);
421                                 edgeradius = WEP_CVAR(minelayer, radius);
422                                 recipricoledgeradius = 1 / edgeradius;
423                                 selfdamage = 0;
424                                 teamdamage = 0;
425                                 enemydamage = 0;
426                                 targetlist = findchainfloat(bot_attack, true);
427                                 mine = find(world, classname, "mine");
428                                 while(mine)
429                                 {
430                                         if(mine.realowner != self)
431                                         {
432                                                 mine = find(mine, classname, "mine");
433                                                 continue;
434                                         }
435                                         targ = targetlist;
436                                         while(targ)
437                                         {
438                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
439                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
440                                                 // count potential damage according to type of target
441                                                 if(targ == self)
442                                                         selfdamage = selfdamage + d;
443                                                 else if(targ.team == self.team && teamplay)
444                                                         teamdamage = teamdamage + d;
445                                                 else if(bot_shouldattack(targ))
446                                                         enemydamage = enemydamage + d;
447                                                 targ = targ.chain;
448                                         }
449                                         mine = find(mine, classname, "mine");
450                                 }
451                                 float desirabledamage;
452                                 desirabledamage = enemydamage;
453                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
454                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
455                                 if(teamplay && self.team)
456                                         desirabledamage = desirabledamage - teamdamage;
457
458                                 mine = find(world, classname, "mine");
459                                 while(mine)
460                                 {
461                                         if(mine.realowner != self)
462                                         {
463                                                 mine = find(mine, classname, "mine");
464                                                 continue;
465                                         }
466                                         makevectors(mine.v_angle);
467                                         targ = targetlist;
468                                         if(skill > 9) // normal players only do this for the target they are tracking
469                                         {
470                                                 targ = targetlist;
471                                                 while(targ)
472                                                 {
473                                                         if(
474                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
475                                                                 && desirabledamage > 0.1*coredamage
476                                                         )self.BUTTON_ATCK2 = true;
477                                                         targ = targ.chain;
478                                                 }
479                                         }else{
480                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
481                                                 //As the distance gets larger, a correct detonation gets near imposible
482                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
483                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
484                                                         if(IS_PLAYER(self.enemy))
485                                                                 if(desirabledamage >= 0.1*coredamage)
486                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
487                                                                                 self.BUTTON_ATCK2 = true;
488                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
489                                         }
490
491                                         mine = find(mine, classname, "mine");
492                                 }
493                                 // if we would be doing at X percent of the core damage, detonate it
494                                 // but don't fire a new shot at the same time!
495                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
496                                         self.BUTTON_ATCK2 = true;
497                                 if((skill > 6.5) && (selfdamage > self.health))
498                                         self.BUTTON_ATCK2 = false;
499                                 //if(self.BUTTON_ATCK2 == true)
500                                 //      dprint(ftos(desirabledamage),"\n");
501                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
502                         }
503
504                         return true;
505                 }
506                 case WR_THINK:
507                 {
508                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
509                         {
510                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
511                                 if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
512                                         WEP_ACTION(self.weapon, WR_RELOAD);
513                         }
514                         else if(self.BUTTON_ATCK)
515                         {
516                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
517                                 {
518                                         W_MineLayer_Attack();
519                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
520                                 }
521                         }
522
523                         if(self.BUTTON_ATCK2)
524                         {
525                                 if(W_MineLayer_PlacedMines(true))
526                                         sound(self, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
527                         }
528
529                         return true;
530                 }
531                 case WR_INIT:
532                 {
533                         MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
534                         return true;
535                 }
536                 case WR_CHECKAMMO1:
537                 {
538                         // don't switch while placing a mine
539                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
540                         {
541                                 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
542                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
543                                 return ammo_amount;
544                         }
545                         return true;
546                 }
547                 case WR_CHECKAMMO2:
548                 {
549                         if(W_MineLayer_PlacedMines(false))
550                                 return true;
551                         else
552                                 return false;
553                 }
554                 case WR_CONFIG:
555                 {
556                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
557                         return true;
558                 }
559                 case WR_RESETPLAYER:
560                 {
561                         self.minelayer_mines = 0;
562                         return true;
563                 }
564                 case WR_RELOAD:
565                 {
566                         W_Reload(WEP_CVAR(minelayer, ammo), SND(RELOAD));
567                         return true;
568                 }
569                 case WR_SUICIDEMESSAGE:
570                 {
571                         return WEAPON_MINELAYER_SUICIDE;
572                 }
573                 case WR_KILLMESSAGE:
574                 {
575                         return WEAPON_MINELAYER_MURDER;
576                 }
577         }
578         return false;
579 }
580 #endif
581 #ifdef CSQC
582 bool W_MineLayer(int req)
583 {SELFPARAM();
584         switch(req)
585         {
586                 case WR_IMPACTEFFECT:
587                 {
588                         vector org2;
589                         org2 = w_org + w_backoff * 12;
590                         pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
591                         if(!w_issilent)
592                                 sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
593
594                         return true;
595                 }
596                 case WR_INIT:
597                 {
598                         return true;
599                 }
600                 case WR_ZOOMRETICLE:
601                 {
602                         // no weapon specific image for this weapon
603                         return false;
604                 }
605         }
606         return false;
607 }
608 #endif
609 #endif