]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/minelayer.qc
Merge branch 'master' into TimePath/debug_draw
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
1 #ifndef IMPLEMENTATION
2 CLASS(MineLayer, Weapon)
3 /* ammotype  */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(MineLayer, impulse, int, 4)
5 /* flags     */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
8 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
14 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
15 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
16 /* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
17 ENDCLASS(MineLayer)
18 REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
19
20 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
21 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, NONE, ammo) \
23         w_cvar(id, sn, NONE, animtime) \
24         w_cvar(id, sn, NONE, damage) \
25         w_cvar(id, sn, NONE, damageforcescale) \
26         w_cvar(id, sn, NONE, detonatedelay) \
27         w_cvar(id, sn, NONE, edgedamage) \
28         w_cvar(id, sn, NONE, force) \
29         w_cvar(id, sn, NONE, health) \
30         w_cvar(id, sn, NONE, lifetime) \
31         w_cvar(id, sn, NONE, lifetime_countdown) \
32         w_cvar(id, sn, NONE, limit) \
33         w_cvar(id, sn, NONE, protection) \
34         w_cvar(id, sn, NONE, proximityradius) \
35         w_cvar(id, sn, NONE, radius) \
36         w_cvar(id, sn, NONE, refire) \
37         w_cvar(id, sn, NONE, remote_damage) \
38         w_cvar(id, sn, NONE, remote_edgedamage) \
39         w_cvar(id, sn, NONE, remote_force) \
40         w_cvar(id, sn, NONE, remote_radius) \
41         w_cvar(id, sn, NONE, speed) \
42         w_cvar(id, sn, NONE, time) \
43         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
44         w_prop(id, sn, float,  reloading_time, reload_time) \
45         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
46         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
47         w_prop(id, sn, string, weaponreplace, weaponreplace) \
48         w_prop(id, sn, float,  weaponstart, weaponstart) \
49         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
50         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
51
52 #ifdef SVQC
53 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 void W_MineLayer_Think(void);
55 .float minelayer_detonate, mine_explodeanyway;
56 .float mine_time;
57 .vector mine_orientation;
58 #endif
59 #endif
60 #ifdef IMPLEMENTATION
61 #ifdef SVQC
62 spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
63
64 void W_MineLayer_Stick(entity to)
65 {SELFPARAM();
66         spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
67
68         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
69
70         entity newmine = spawn();
71         newmine.classname = self.classname;
72
73         newmine.bot_dodge = self.bot_dodge;
74         newmine.bot_dodgerating = self.bot_dodgerating;
75
76         newmine.owner = self.owner;
77         newmine.realowner = self.realowner;
78         setsize(newmine, '-4 -4 -4', '4 4 4');
79         setorigin(newmine, self.origin);
80         setmodel(newmine, MDL_MINELAYER_MINE);
81         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
82
83         newmine.mine_orientation = -trace_plane_normal;
84
85         newmine.takedamage = self.takedamage;
86         newmine.damageforcescale = self.damageforcescale;
87         newmine.health = self.health;
88         newmine.event_damage = self.event_damage;
89         newmine.spawnshieldtime = self.spawnshieldtime;
90         newmine.damagedbycontents = true;
91
92         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
93         newmine.projectiledeathtype = self.projectiledeathtype;
94
95         newmine.mine_time = self.mine_time;
96
97         newmine.touch = func_null;
98         newmine.think = W_MineLayer_Think;
99         newmine.nextthink = time;
100         newmine.cnt = self.cnt;
101         newmine.flags = self.flags;
102
103         remove(self);
104         setself(newmine);
105
106         if(to)
107                 SetMovetypeFollow(self, to);
108 }
109
110 void W_MineLayer_Explode(void)
111 {SELFPARAM();
112         if(other.takedamage == DAMAGE_AIM)
113                 if(IS_PLAYER(other))
114                         if(DIFF_TEAM(self.realowner, other))
115                                 if(other.deadflag == DEAD_NO)
116                                         if(IsFlying(other))
117                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
118
119         self.event_damage = func_null;
120         self.takedamage = DAMAGE_NO;
121
122         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);
123
124         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
125         {
126                 setself(self.realowner);
127                 Weapon w = WEP_MINE_LAYER;
128                 if(!w.wr_checkammo1(w))
129                 {
130                         self.cnt = WEP_MINE_LAYER.m_id;
131                         int slot = 0; // TODO: unhardcode
132                         ATTACK_FINISHED(self, slot) = time;
133                         self.switchweapon = w_getbestweapon(self);
134                 }
135                 setself(this);
136         }
137         self.realowner.minelayer_mines -= 1;
138         remove(self);
139 }
140
141 void W_MineLayer_DoRemoteExplode(void)
142 {SELFPARAM();
143         self.event_damage = func_null;
144         self.takedamage = DAMAGE_NO;
145
146         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
147                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
148
149         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);
150
151         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
152         {
153                 setself(self.realowner);
154                 Weapon w = WEP_MINE_LAYER;
155                 if(!w.wr_checkammo1(w))
156                 {
157                         self.cnt = WEP_MINE_LAYER.m_id;
158                         int slot = 0; // TODO: unhardcode
159                         ATTACK_FINISHED(self, slot) = time;
160                         self.switchweapon = w_getbestweapon(self);
161                 }
162                 setself(this);
163         }
164         self.realowner.minelayer_mines -= 1;
165         remove(self);
166 }
167
168 void W_MineLayer_RemoteExplode(void)
169 {SELFPARAM();
170         if(self.realowner.deadflag == DEAD_NO)
171                 if((self.spawnshieldtime >= 0)
172                         ? (time >= self.spawnshieldtime) // timer
173                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
174                 )
175                 {
176                         W_MineLayer_DoRemoteExplode();
177                 }
178 }
179
180 void W_MineLayer_ProximityExplode(void)
181 {SELFPARAM();
182         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
183         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
184         {
185                 entity head;
186                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
187                 while(head)
188                 {
189                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
190                                 return;
191                         head = head.chain;
192                 }
193         }
194
195         self.mine_time = 0;
196         W_MineLayer_Explode();
197 }
198
199 int W_MineLayer_Count(entity e)
200 {
201         int minecount = 0;
202         entity mine;
203         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
204                 minecount += 1;
205
206         return minecount;
207 }
208
209 void W_MineLayer_Think(void)
210 {SELFPARAM();
211         entity head;
212
213         self.nextthink = time;
214
215         if(self.movetype == MOVETYPE_FOLLOW)
216         {
217                 if(LostMovetypeFollow(self))
218                 {
219                         UnsetMovetypeFollow(self);
220                         self.movetype = MOVETYPE_NONE;
221                 }
222         }
223
224         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
225         // TODO: replace this mine_trigger.wav sound with a real countdown
226         if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
227         {
228                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
229                         spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
230                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
231                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
232         }
233
234         // a player's mines shall explode if he disconnects or dies
235         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
236         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
237         {
238                 other = world;
239                 self.projectiledeathtype |= HITTYPE_BOUNCE;
240                 W_MineLayer_Explode();
241                 return;
242         }
243
244         // set the mine for detonation when a foe gets close enough
245         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
246         while(head)
247         {
248                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
249                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
250                 if(!self.mine_time)
251                 {
252                         spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
253                         self.mine_time = time + WEP_CVAR(minelayer, time);
254                 }
255                 head = head.chain;
256         }
257
258         // explode if it's time to
259         if(self.mine_time && time >= self.mine_time)
260         {
261                 W_MineLayer_ProximityExplode();
262                 return;
263         }
264
265         // remote detonation
266         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
267         if(self.realowner.deadflag == DEAD_NO)
268         if(self.minelayer_detonate)
269                 W_MineLayer_RemoteExplode();
270 }
271
272 void W_MineLayer_Touch(void)
273 {SELFPARAM();
274         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
275                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
276
277         if(WarpZone_Projectile_Touch())
278         {
279                 if(wasfreed(self))
280                         self.realowner.minelayer_mines -= 1;
281                 return;
282         }
283
284         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
285         {
286                 // hit a player
287                 // don't stick
288         }
289         else
290         {
291                 W_MineLayer_Stick(other);
292         }
293 }
294
295 void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
296 {SELFPARAM();
297         if(self.health <= 0)
298                 return;
299
300         float is_from_enemy = (inflictor.realowner != self.realowner);
301
302         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
303                 return; // g_projectiles_damage says to halt
304
305         self.health = self.health - damage;
306         self.angles = vectoangles(self.velocity);
307
308         if(self.health <= 0)
309                 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
310 }
311
312 void W_MineLayer_Attack(Weapon thiswep)
313 {SELFPARAM();
314         entity mine;
315         entity flash;
316
317         // scan how many mines we placed, and return if we reached our limit
318         if(WEP_CVAR(minelayer, limit))
319         {
320                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
321                 {
322                         // the refire delay keeps this message from being spammed
323                         Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
324                         play2(self, SND(UNAVAILABLE));
325                         return;
326                 }
327         }
328
329         W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
330
331         W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
332         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
333
334         mine = WarpZone_RefSys_SpawnSameRefSys(self);
335         mine.owner = mine.realowner = self;
336         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
337                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
338         else
339                 mine.spawnshieldtime = -1;
340         mine.classname = "mine";
341         mine.bot_dodge = true;
342         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
343
344         mine.takedamage = DAMAGE_YES;
345         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
346         mine.health = WEP_CVAR(minelayer, health);
347         mine.event_damage = W_MineLayer_Damage;
348         mine.damagedbycontents = true;
349
350         mine.movetype = MOVETYPE_TOSS;
351         PROJECTILE_MAKETRIGGER(mine);
352         mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
353         setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
354
355         setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
356         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
357         mine.angles = vectoangles(mine.velocity);
358
359         mine.touch = W_MineLayer_Touch;
360         mine.think = W_MineLayer_Think;
361         mine.nextthink = time;
362         mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
363         mine.flags = FL_PROJECTILE;
364         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
365
366         if(mine.cnt > 0) { mine.cnt += time; }
367
368         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
369
370         // muzzle flash for 1st person view
371         flash = spawn();
372         setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
373         SUB_SetFade(flash, time, 0.1);
374         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
375         W_AttachToShotorg(self, flash, '5 0 0');
376
377         // common properties
378
379         MUTATOR_CALLHOOK(EditProjectile, self, mine);
380
381         self.minelayer_mines = W_MineLayer_Count(self);
382 }
383
384 float W_MineLayer_PlacedMines(float detonate)
385 {SELFPARAM();
386         entity mine;
387         float minfound = 0;
388
389         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
390         {
391                 if(detonate)
392                 {
393                         if(!mine.minelayer_detonate)
394                         {
395                                 mine.minelayer_detonate = true;
396                                 minfound = 1;
397                         }
398                 }
399                 else
400                         minfound = 1;
401         }
402         return minfound;
403 }
404
405                 METHOD(MineLayer, wr_aim, void(entity thiswep))
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                                 entity 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                 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
504                 {
505                         if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
506                         {
507                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
508                                 if(!(W_MineLayer_PlacedMines(false) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
509                                         Weapon w = get_weaponinfo(actor.weapon);
510                                         w.wr_reload(w);
511                                 }
512                         }
513                         else if(fire & 1)
514                         {
515                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
516                                 {
517                                         W_MineLayer_Attack(thiswep);
518                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
519                                 }
520                         }
521
522                         if(fire & 2)
523                         {
524                                 if(W_MineLayer_PlacedMines(true))
525                                         sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
526                         }
527                 }
528                 METHOD(MineLayer, wr_init, void(entity thiswep))
529                 {
530                         MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
531                 }
532                 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
533                 {
534                         int slot = 0; // TODO: unhardcode
535                         // don't switch while placing a mine
536                         if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_MINE_LAYER.m_id)
537                         {
538                                 float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
539                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
540                                 return ammo_amount;
541                         }
542                         return true;
543                 }
544                 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
545                 {
546                         if(W_MineLayer_PlacedMines(false))
547                                 return true;
548                         else
549                                 return false;
550                 }
551                 METHOD(MineLayer, wr_config, void(entity thiswep))
552                 {
553                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
554                 }
555                 METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
556                 {
557                         self.minelayer_mines = 0;
558                 }
559                 METHOD(MineLayer, wr_reload, void(entity thiswep))
560                 {
561                         W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
562                 }
563                 METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
564                 {
565                         return WEAPON_MINELAYER_SUICIDE;
566                 }
567                 METHOD(MineLayer, wr_killmessage, int(entity thiswep))
568                 {
569                         return WEAPON_MINELAYER_MURDER;
570                 }
571
572 #endif
573 #ifdef CSQC
574
575                 METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
576                 {
577                         vector org2;
578                         org2 = w_org + w_backoff * 12;
579                         pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
580                         if(!w_issilent)
581                                 sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
582                 }
583
584 #endif
585 #endif