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Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
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 {
64         spamsound(self, CH_SHOTS, W_Sound("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, "models/mine.md3");
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         self = newmine;
104
105         if(to)
106                 SetMovetypeFollow(self, to);
107 }
108
109 void W_MineLayer_Explode(void)
110 {
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                 entity oldself;
126                 oldself = self;
127                 self = self.realowner;
128                 if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
129                 {
130                         self.cnt = WEP_MINE_LAYER.m_id;
131                         ATTACK_FINISHED(self) = time;
132                         self.switchweapon = w_getbestweapon(self);
133                 }
134                 self = oldself;
135         }
136         self.realowner.minelayer_mines -= 1;
137         remove(self);
138 }
139
140 void W_MineLayer_DoRemoteExplode(void)
141 {
142         self.event_damage = func_null;
143         self.takedamage = DAMAGE_NO;
144
145         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
146                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
147
148         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);
149
150         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
151         {
152                 entity oldself;
153                 oldself = self;
154                 self = self.realowner;
155                 if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
156                 {
157                         self.cnt = WEP_MINE_LAYER.m_id;
158                         ATTACK_FINISHED(self) = time;
159                         self.switchweapon = w_getbestweapon(self);
160                 }
161                 self = oldself;
162         }
163         self.realowner.minelayer_mines -= 1;
164         remove(self);
165 }
166
167 void W_MineLayer_RemoteExplode(void)
168 {
169         if(self.realowner.deadflag == DEAD_NO)
170                 if((self.spawnshieldtime >= 0)
171                         ? (time >= self.spawnshieldtime) // timer
172                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
173                 )
174                 {
175                         W_MineLayer_DoRemoteExplode();
176                 }
177 }
178
179 void W_MineLayer_ProximityExplode(void)
180 {
181         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
182         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
183         {
184                 entity head;
185                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
186                 while(head)
187                 {
188                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
189                                 return;
190                         head = head.chain;
191                 }
192         }
193
194         self.mine_time = 0;
195         W_MineLayer_Explode();
196 }
197
198 int W_MineLayer_Count(entity e)
199 {
200         int minecount = 0;
201         entity mine;
202         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
203                 minecount += 1;
204
205         return minecount;
206 }
207
208 void W_MineLayer_Think(void)
209 {
210         entity head;
211
212         self.nextthink = time;
213
214         if(self.movetype == MOVETYPE_FOLLOW)
215         {
216                 if(LostMovetypeFollow(self))
217                 {
218                         UnsetMovetypeFollow(self);
219                         self.movetype = MOVETYPE_NONE;
220                 }
221         }
222
223         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
224         // TODO: replace this mine_trigger.wav sound with a real countdown
225         if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
226         {
227                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
228                         spamsound(self, CH_SHOTS, W_Sound("mine_trigger"), VOL_BASE, ATTN_NORM);
229                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
230                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
231         }
232
233         // a player's mines shall explode if he disconnects or dies
234         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
235         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
236         {
237                 other = world;
238                 self.projectiledeathtype |= HITTYPE_BOUNCE;
239                 W_MineLayer_Explode();
240                 return;
241         }
242
243         // set the mine for detonation when a foe gets close enough
244         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
245         while(head)
246         {
247                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
248                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
249                 if(!self.mine_time)
250                 {
251                         spamsound(self, CH_SHOTS, W_Sound("mine_trigger"), VOL_BASE, ATTN_NORM);
252                         self.mine_time = time + WEP_CVAR(minelayer, time);
253                 }
254                 head = head.chain;
255         }
256
257         // explode if it's time to
258         if(self.mine_time && time >= self.mine_time)
259         {
260                 W_MineLayer_ProximityExplode();
261                 return;
262         }
263
264         // remote detonation
265         if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
266         if(self.realowner.deadflag == DEAD_NO)
267         if(self.minelayer_detonate)
268                 W_MineLayer_RemoteExplode();
269 }
270
271 void W_MineLayer_Touch(void)
272 {
273         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
274                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
275
276         if(WarpZone_Projectile_Touch())
277         {
278                 if(wasfreed(self))
279                         self.realowner.minelayer_mines -= 1;
280                 return;
281         }
282
283         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
284         {
285                 // hit a player
286                 // don't stick
287         }
288         else
289         {
290                 W_MineLayer_Stick(other);
291         }
292 }
293
294 void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
295 {
296         if(self.health <= 0)
297                 return;
298
299         float is_from_enemy = (inflictor.realowner != self.realowner);
300
301         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
302                 return; // g_projectiles_damage says to halt
303
304         self.health = self.health - damage;
305         self.angles = vectoangles(self.velocity);
306
307         if(self.health <= 0)
308                 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
309 }
310
311 void W_MineLayer_Attack(void)
312 {
313         entity mine;
314         entity flash;
315
316         // scan how many mines we placed, and return if we reached our limit
317         if(WEP_CVAR(minelayer, limit))
318         {
319                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
320                 {
321                         // the refire delay keeps this message from being spammed
322                         Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
323                         play2(self, W_Sound("unavailable"));
324                         return;
325                 }
326         }
327
328         W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
329
330         W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, W_Sound("mine_fire"), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
331         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
332
333         mine = WarpZone_RefSys_SpawnSameRefSys(self);
334         mine.owner = mine.realowner = self;
335         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
336                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
337         else
338                 mine.spawnshieldtime = -1;
339         mine.classname = "mine";
340         mine.bot_dodge = true;
341         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
342
343         mine.takedamage = DAMAGE_YES;
344         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
345         mine.health = WEP_CVAR(minelayer, health);
346         mine.event_damage = W_MineLayer_Damage;
347         mine.damagedbycontents = true;
348
349         mine.movetype = MOVETYPE_TOSS;
350         PROJECTILE_MAKETRIGGER(mine);
351         mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
352         setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
353
354         setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
355         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
356         mine.angles = vectoangles(mine.velocity);
357
358         mine.touch = W_MineLayer_Touch;
359         mine.think = W_MineLayer_Think;
360         mine.nextthink = time;
361         mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
362         mine.flags = FL_PROJECTILE;
363         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
364
365         if(mine.cnt > 0) { mine.cnt += time; }
366
367         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
368
369         // muzzle flash for 1st person view
370         flash = spawn();
371         setmodel(flash, "models/flash.md3"); // precision set below
372         SUB_SetFade(flash, time, 0.1);
373         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
374         W_AttachToShotorg(flash, '5 0 0');
375
376         // common properties
377
378         MUTATOR_CALLHOOK(EditProjectile, self, mine);
379
380         self.minelayer_mines = W_MineLayer_Count(self);
381 }
382
383 float W_MineLayer_PlacedMines(float detonate)
384 {
385         entity mine;
386         float minfound = 0;
387
388         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
389         {
390                 if(detonate)
391                 {
392                         if(!mine.minelayer_detonate)
393                         {
394                                 mine.minelayer_detonate = true;
395                                 minfound = 1;
396                         }
397                 }
398                 else
399                         minfound = 1;
400         }
401         return minfound;
402 }
403
404 bool W_MineLayer(int req)
405 {
406         entity mine;
407         float ammo_amount;
408         switch(req)
409         {
410                 case WR_AIM:
411                 {
412                         // aim and decide to fire if appropriate
413                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
414                                 self.BUTTON_ATCK = false;
415                         else
416                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
417                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
418                         {
419                                 // decide whether to detonate mines
420                                 entity targetlist, targ;
421                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
422                                 float selfdamage, teamdamage, enemydamage;
423                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
424                                 coredamage = WEP_CVAR(minelayer, damage);
425                                 edgeradius = WEP_CVAR(minelayer, radius);
426                                 recipricoledgeradius = 1 / edgeradius;
427                                 selfdamage = 0;
428                                 teamdamage = 0;
429                                 enemydamage = 0;
430                                 targetlist = findchainfloat(bot_attack, true);
431                                 mine = find(world, classname, "mine");
432                                 while(mine)
433                                 {
434                                         if(mine.realowner != self)
435                                         {
436                                                 mine = find(mine, classname, "mine");
437                                                 continue;
438                                         }
439                                         targ = targetlist;
440                                         while(targ)
441                                         {
442                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
443                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
444                                                 // count potential damage according to type of target
445                                                 if(targ == self)
446                                                         selfdamage = selfdamage + d;
447                                                 else if(targ.team == self.team && teamplay)
448                                                         teamdamage = teamdamage + d;
449                                                 else if(bot_shouldattack(targ))
450                                                         enemydamage = enemydamage + d;
451                                                 targ = targ.chain;
452                                         }
453                                         mine = find(mine, classname, "mine");
454                                 }
455                                 float desirabledamage;
456                                 desirabledamage = enemydamage;
457                                 if(time > self.invincible_finished && time > self.spawnshieldtime)
458                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
459                                 if(teamplay && self.team)
460                                         desirabledamage = desirabledamage - teamdamage;
461
462                                 mine = find(world, classname, "mine");
463                                 while(mine)
464                                 {
465                                         if(mine.realowner != self)
466                                         {
467                                                 mine = find(mine, classname, "mine");
468                                                 continue;
469                                         }
470                                         makevectors(mine.v_angle);
471                                         targ = targetlist;
472                                         if(skill > 9) // normal players only do this for the target they are tracking
473                                         {
474                                                 targ = targetlist;
475                                                 while(targ)
476                                                 {
477                                                         if(
478                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
479                                                                 && desirabledamage > 0.1*coredamage
480                                                         )self.BUTTON_ATCK2 = true;
481                                                         targ = targ.chain;
482                                                 }
483                                         }else{
484                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
485                                                 //As the distance gets larger, a correct detonation gets near imposible
486                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
487                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
488                                                         if(IS_PLAYER(self.enemy))
489                                                                 if(desirabledamage >= 0.1*coredamage)
490                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
491                                                                                 self.BUTTON_ATCK2 = true;
492                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
493                                         }
494
495                                         mine = find(mine, classname, "mine");
496                                 }
497                                 // if we would be doing at X percent of the core damage, detonate it
498                                 // but don't fire a new shot at the same time!
499                                 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
500                                         self.BUTTON_ATCK2 = true;
501                                 if((skill > 6.5) && (selfdamage > self.health))
502                                         self.BUTTON_ATCK2 = false;
503                                 //if(self.BUTTON_ATCK2 == true)
504                                 //      dprint(ftos(desirabledamage),"\n");
505                                 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
506                         }
507
508                         return true;
509                 }
510                 case WR_THINK:
511                 {
512                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
513                         {
514                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
515                                 if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
516                                         WEP_ACTION(self.weapon, WR_RELOAD);
517                         }
518                         else if(self.BUTTON_ATCK)
519                         {
520                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
521                                 {
522                                         W_MineLayer_Attack();
523                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
524                                 }
525                         }
526
527                         if(self.BUTTON_ATCK2)
528                         {
529                                 if(W_MineLayer_PlacedMines(true))
530                                         sound(self, CH_WEAPON_B, W_Sound("mine_det"), VOL_BASE, ATTN_NORM);
531                         }
532
533                         return true;
534                 }
535                 case WR_INIT:
536                 {
537                         precache_model("models/flash.md3");
538                         precache_model("models/mine.md3");
539                         precache_model(W_Model("g_minelayer.md3"));
540                         precache_model(W_Model("v_minelayer.md3"));
541                         precache_model(W_Model("h_minelayer.iqm"));
542                         precache_sound(W_Sound("mine_det"));
543                         precache_sound(W_Sound("mine_fire"));
544                         precache_sound(W_Sound("mine_stick"));
545                         precache_sound(W_Sound("mine_trigger"));
546                         MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
547                         return true;
548                 }
549                 case WR_CHECKAMMO1:
550                 {
551                         // don't switch while placing a mine
552                         if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
553                         {
554                                 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
555                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
556                                 return ammo_amount;
557                         }
558                         return true;
559                 }
560                 case WR_CHECKAMMO2:
561                 {
562                         if(W_MineLayer_PlacedMines(false))
563                                 return true;
564                         else
565                                 return false;
566                 }
567                 case WR_CONFIG:
568                 {
569                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
570                         return true;
571                 }
572                 case WR_RESETPLAYER:
573                 {
574                         self.minelayer_mines = 0;
575                         return true;
576                 }
577                 case WR_RELOAD:
578                 {
579                         W_Reload(WEP_CVAR(minelayer, ammo), W_Sound("reload"));
580                         return true;
581                 }
582                 case WR_SUICIDEMESSAGE:
583                 {
584                         return WEAPON_MINELAYER_SUICIDE;
585                 }
586                 case WR_KILLMESSAGE:
587                 {
588                         return WEAPON_MINELAYER_MURDER;
589                 }
590         }
591         return false;
592 }
593 #endif
594 #ifdef CSQC
595 bool W_MineLayer(int req)
596 {
597         switch(req)
598         {
599                 case WR_IMPACTEFFECT:
600                 {
601                         vector org2;
602                         org2 = w_org + w_backoff * 12;
603                         pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
604                         if(!w_issilent)
605                                 sound(self, CH_SHOTS, W_Sound("mine_exp"), VOL_BASE, ATTN_NORM);
606
607                         return true;
608                 }
609                 case WR_INIT:
610                 {
611                         precache_sound(W_Sound("mine_exp"));
612                         return true;
613                 }
614                 case WR_ZOOMRETICLE:
615                 {
616                         // no weapon specific image for this weapon
617                         return false;
618                 }
619         }
620         return false;
621 }
622 #endif
623 #endif