]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minelayer.qc
Merge branch 'master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
index b27d069a39a67fd688d1890a53bd1caca6d1e0d1..198097bfb903fa8a7420eac9ef64ced6e33ceb38 100644 (file)
@@ -1,30 +1,66 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ MINE_LAYER,
-/* function  */ w_minelayer,
-/* ammotype  */ IT_ROCKETS,
+/* function  */ W_MineLayer,
+/* ammotype  */ ammo_rockets,
 /* impulse   */ 4,
 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
 /* rating    */ BOT_PICKUP_RATING_HIGH,
-/* model     */ "minelayer",
-/* shortname */ "minelayer",
-/* fullname  */ _("Mine Layer")
+/* color     */ '0.75 1 0',
+/* modelname */ "minelayer",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairminelayer 0.9",
+/* wepimg    */ "weaponminelayer",
+/* refname   */ "minelayer",
+/* wepname   */ _("Mine Layer")
 );
-#else
+
+#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
+#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, NONE, ammo) \
+       w_cvar(id, sn, NONE, animtime) \
+       w_cvar(id, sn, NONE, damage) \
+       w_cvar(id, sn, NONE, damageforcescale) \
+       w_cvar(id, sn, NONE, detonatedelay) \
+       w_cvar(id, sn, NONE, edgedamage) \
+       w_cvar(id, sn, NONE, force) \
+       w_cvar(id, sn, NONE, health) \
+       w_cvar(id, sn, NONE, lifetime) \
+       w_cvar(id, sn, NONE, lifetime_countdown) \
+       w_cvar(id, sn, NONE, limit) \
+       w_cvar(id, sn, NONE, protection) \
+       w_cvar(id, sn, NONE, proximityradius) \
+       w_cvar(id, sn, NONE, radius) \
+       w_cvar(id, sn, NONE, refire) \
+       w_cvar(id, sn, NONE, remote_damage) \
+       w_cvar(id, sn, NONE, remote_edgedamage) \
+       w_cvar(id, sn, NONE, remote_force) \
+       w_cvar(id, sn, NONE, remote_radius) \
+       w_cvar(id, sn, NONE, speed) \
+       w_cvar(id, sn, NONE, time) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
 #ifdef SVQC
-void W_Mine_Think (void);
+MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+void W_MineLayer_Think(void);
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
 
-void spawnfunc_weapon_minelayer (void)
-{
-       weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
-
-void W_Mine_Stick (entity to)
+void W_MineLayer_Stick(entity to)
 {
-       spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+       spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
 
@@ -57,7 +93,7 @@ void W_Mine_Stick (entity to)
        newmine.mine_time = self.mine_time;
 
        newmine.touch = func_null;
-       newmine.think = W_Mine_Think;
+       newmine.think = W_MineLayer_Think;
        newmine.nextthink = time;
        newmine.cnt = self.cnt;
        newmine.flags = self.flags;
@@ -69,11 +105,11 @@ void W_Mine_Stick (entity to)
                SetMovetypeFollow(self, to);
 }
 
-void W_Mine_Explode ()
+void W_MineLayer_Explode(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
+                       if(DIFF_TEAM(self.realowner, other))
                                if(other.deadflag == DEAD_NO)
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
@@ -81,14 +117,14 @@ void W_Mine_Explode ()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
+       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);
 
-       if (self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
        {
                entity oldself;
                oldself = self;
                self = self.realowner;
-               if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -97,10 +133,10 @@ void W_Mine_Explode ()
                self = oldself;
        }
        self.realowner.minelayer_mines -= 1;
-       remove (self);
+       remove(self);
 }
 
-void W_Mine_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode(void)
 {
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -108,14 +144,14 @@ void W_Mine_DoRemoteExplode ()
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                self.velocity = self.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       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);
 
-       if (self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
        {
                entity oldself;
                oldself = self;
                self = self.realowner;
-               if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -124,41 +160,41 @@ void W_Mine_DoRemoteExplode ()
                self = oldself;
        }
        self.realowner.minelayer_mines -= 1;
-       remove (self);
+       remove(self);
 }
 
-void W_Mine_RemoteExplode ()
+void W_MineLayer_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
+                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
                )
                {
-                       W_Mine_DoRemoteExplode();
+                       W_MineLayer_DoRemoteExplode();
                }
 }
 
-void W_Mine_ProximityExplode ()
+void W_MineLayer_ProximityExplode(void)
 {
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
-       if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
+       if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
        {
                entity head;
-               head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
+               head = findradius(self.origin, WEP_CVAR(minelayer, radius));
                while(head)
                {
-                       if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
+                       if(head == self.realowner || SAME_TEAM(head, self.realowner))
                                return;
                        head = head.chain;
                }
        }
 
        self.mine_time = 0;
-       W_Mine_Explode();
+       W_MineLayer_Explode();
 }
 
-float W_Mine_Count(entity e)
+float W_MineLayer_Count(entity e)
 {
        float minecount = 0;
        entity mine;
@@ -168,7 +204,7 @@ float W_Mine_Count(entity e)
        return minecount;
 }
 
-void W_Mine_Think (void)
+void W_MineLayer_Think(void)
 {
        entity head;
 
@@ -185,34 +221,34 @@ void W_Mine_Think (void)
        
        // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
        // TODO: replace this mine_trigger.wav sound with a real countdown
-       if ((time > self.cnt) && (!self.mine_time))
+       if((time > self.cnt) && (!self.mine_time))
        {
-               if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
-                       spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-               self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+               if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
+                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+               self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
                self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
        }
 
        // a player's mines shall explode if he disconnects or dies
        // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
-       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
+       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.freezetag_frozen)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mine_Explode();
+               W_MineLayer_Explode();
                return;
        }
 
        // set the mine for detonation when a foe gets close enough
-       head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
+       head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
-               if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
-               if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
+               if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.freezetag_frozen)
+               if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
                if(!self.mine_time)
                {
-                       spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-                       self.mine_time = time + autocvar_g_balance_minelayer_time;
+                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+                       self.mine_time = time + WEP_CVAR(minelayer, time);
                }
                head = head.chain;
        }
@@ -220,18 +256,18 @@ void W_Mine_Think (void)
        // explode if it's time to
        if(self.mine_time && time >= self.mine_time)
        {
-               W_Mine_ProximityExplode();
+               W_MineLayer_ProximityExplode();
                return;
        }
 
        // remote detonation
-       if (self.realowner.weapon == WEP_MINE_LAYER)
-       if (self.realowner.deadflag == DEAD_NO)
-       if (self.minelayer_detonate)
-               W_Mine_RemoteExplode();
+       if(self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.deadflag == DEAD_NO)
+       if(self.minelayer_detonate)
+               W_MineLayer_RemoteExplode();
 }
 
-void W_Mine_Touch (void)
+void W_MineLayer_Touch(void)
 {
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                return; // we're already a stuck mine, why do we get called? TODO does this even happen?
@@ -250,87 +286,87 @@ void W_Mine_Touch (void)
        }
        else
        {
-               W_Mine_Stick(other);
+               W_MineLayer_Stick(other);
        }
 }
 
-void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
        float is_from_enemy = (inflictor.realowner != self.realowner);
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
+       if(self.health <= 0)
+               W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
 }
 
-void W_Mine_Attack (void)
+void W_MineLayer_Attack(void)
 {
        entity mine;
        entity flash;
 
        // scan how many mines we placed, and return if we reached our limit
-       if(autocvar_g_balance_minelayer_limit)
+       if(WEP_CVAR(minelayer, limit))
        {
-               if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+               if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
                {
                        // the refire delay keeps this message from being spammed
-                       sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
+                       sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
                        play2(self, "weapons/unavailable.wav");
                        return;
                }
        }
 
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(self);
        mine.owner = mine.realowner = self;
-       if(autocvar_g_balance_minelayer_detonatedelay >= 0)
-               mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
+       if(WEP_CVAR(minelayer, detonatedelay) >= 0)
+               mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
        else
                mine.spawnshieldtime = -1;
        mine.classname = "mine";
        mine.bot_dodge = TRUE;
-       mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+       mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
 
        mine.takedamage = DAMAGE_YES;
-       mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
-       mine.health = autocvar_g_balance_minelayer_health;
-       mine.event_damage = W_Mine_Damage;
+       mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
+       mine.health = WEP_CVAR(minelayer, health);
+       mine.event_damage = W_MineLayer_Damage;
        mine.damagedbycontents = TRUE;
 
        mine.movetype = MOVETYPE_TOSS;
        PROJECTILE_MAKETRIGGER(mine);
        mine.projectiledeathtype = WEP_MINE_LAYER;
-       setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
+       setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
 
-       setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
-       mine.angles = vectoangles (mine.velocity);
+       setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
+       W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
+       mine.angles = vectoangles(mine.velocity);
 
-       mine.touch = W_Mine_Touch;
-       mine.think = W_Mine_Think;
+       mine.touch = W_MineLayer_Touch;
+       mine.think = W_MineLayer_Think;
        mine.nextthink = time;
-       mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
+       mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
        mine.flags = FL_PROJECTILE;
        mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
 
        CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
 
        // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
+       flash = spawn();
+       setmodel(flash, "models/flash.md3"); // precision set below
+       SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
 
@@ -338,10 +374,10 @@ void W_Mine_Attack (void)
 
        other = mine; MUTATOR_CALLHOOK(EditProjectile);
        
-       self.minelayer_mines = W_Mine_Count(self);
+       self.minelayer_mines = W_MineLayer_Count(self);
 }
 
-float W_PlacedMines(float detonate)
+float W_MineLayer_PlacedMines(float detonate)
 {
        entity mine;
        float minfound = 0;
@@ -362,202 +398,223 @@ float W_PlacedMines(float detonate)
        return minfound;
 }
 
-float w_minelayer(float req)
+float W_MineLayer(float req)
 {
        entity mine;
        float ammo_amount;
-
-       if (req == WR_AIM)
+       switch(req)
        {
-               // aim and decide to fire if appropriate
-               if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
-                       self.BUTTON_ATCK = FALSE;
-               else
-                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
-               if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+               case WR_AIM:
                {
-                       // decide whether to detonate mines
-                       entity targetlist, targ;
-                       float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
-                       float selfdamage, teamdamage, enemydamage;
-                       edgedamage = autocvar_g_balance_minelayer_edgedamage;
-                       coredamage = autocvar_g_balance_minelayer_damage;
-                       edgeradius = autocvar_g_balance_minelayer_radius;
-                       recipricoledgeradius = 1 / edgeradius;
-                       selfdamage = 0;
-                       teamdamage = 0;
-                       enemydamage = 0;
-                       targetlist = findchainfloat(bot_attack, TRUE);
-                       mine = find(world, classname, "mine");
-                       while (mine)
+                       // aim and decide to fire if appropriate
+                       if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+                               self.BUTTON_ATCK = FALSE;
+                       else
+                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
+                       if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
                        {
-                               if (mine.realowner != self)
+                               // decide whether to detonate mines
+                               entity targetlist, targ;
+                               float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+                               float selfdamage, teamdamage, enemydamage;
+                               edgedamage = WEP_CVAR(minelayer, edgedamage);
+                               coredamage = WEP_CVAR(minelayer, damage);
+                               edgeradius = WEP_CVAR(minelayer, radius);
+                               recipricoledgeradius = 1 / edgeradius;
+                               selfdamage = 0;
+                               teamdamage = 0;
+                               enemydamage = 0;
+                               targetlist = findchainfloat(bot_attack, TRUE);
+                               mine = find(world, classname, "mine");
+                               while(mine)
                                {
+                                       if(mine.realowner != self)
+                                       {
+                                               mine = find(mine, classname, "mine");
+                                               continue;
+                                       }
+                                       targ = targetlist;
+                                       while(targ)
+                                       {
+                                               d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
+                                               d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+                                               // count potential damage according to type of target
+                                               if(targ == self)
+                                                       selfdamage = selfdamage + d;
+                                               else if(targ.team == self.team && teamplay)
+                                                       teamdamage = teamdamage + d;
+                                               else if(bot_shouldattack(targ))
+                                                       enemydamage = enemydamage + d;
+                                               targ = targ.chain;
+                                       }
                                        mine = find(mine, classname, "mine");
-                                       continue;
                                }
-                               targ = targetlist;
-                               while (targ)
+                               float desirabledamage;
+                               desirabledamage = enemydamage;
+                               if(time > self.invincible_finished && time > self.spawnshieldtime)
+                                       desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+                               if(teamplay && self.team)
+                                       desirabledamage = desirabledamage - teamdamage;
+
+                               mine = find(world, classname, "mine");
+                               while(mine)
                                {
-                                       d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
-                                       d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
-                                       // count potential damage according to type of target
-                                       if (targ == self)
-                                               selfdamage = selfdamage + d;
-                                       else if (targ.team == self.team && teamplay)
-                                               teamdamage = teamdamage + d;
-                                       else if (bot_shouldattack(targ))
-                                               enemydamage = enemydamage + d;
-                                       targ = targ.chain;
+                                       if(mine.realowner != self)
+                                       {
+                                               mine = find(mine, classname, "mine");
+                                               continue;
+                                       }
+                                       makevectors(mine.v_angle);
+                                       targ = targetlist;
+                                       if(skill > 9) // normal players only do this for the target they are tracking
+                                       {
+                                               targ = targetlist;
+                                               while(targ)
+                                               {
+                                                       if(
+                                                               (v_forward * normalize(mine.origin - targ.origin)< 0.1)
+                                                               && desirabledamage > 0.1*coredamage
+                                                       )self.BUTTON_ATCK2 = TRUE;
+                                                       targ = targ.chain;
+                                               }
+                                       }else{
+                                               float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+                                               //As the distance gets larger, a correct detonation gets near imposible
+                                               //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
+                                               if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
+                                                       if(IS_PLAYER(self.enemy))
+                                                               if(desirabledamage >= 0.1*coredamage)
+                                                                       if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+                                                                               self.BUTTON_ATCK2 = TRUE;
+                                       //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+                                       }
+
+                                       mine = find(mine, classname, "mine");
                                }
-                               mine = find(mine, classname, "mine");
+                               // if we would be doing at X percent of the core damage, detonate it
+                               // but don't fire a new shot at the same time!
+                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                                       self.BUTTON_ATCK2 = TRUE;
+                               if((skill > 6.5) && (selfdamage > self.health))
+                                       self.BUTTON_ATCK2 = FALSE;
+                               //if(self.BUTTON_ATCK2 == TRUE)
+                               //      dprint(ftos(desirabledamage),"\n");
+                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
                        }
-                       float desirabledamage;
-                       desirabledamage = enemydamage;
-                       if (time > self.invincible_finished && time > self.spawnshieldtime)
-                               desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                       if (teamplay && self.team)
-                               desirabledamage = desirabledamage - teamdamage;
-
-                       mine = find(world, classname, "mine");
-                       while (mine)
+                       
+                       return TRUE;
+               }
+               case WR_THINK:
+               {
+                       if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
                        {
-                               if (mine.realowner != self)
-                               {
-                                       mine = find(mine, classname, "mine");
-                                       continue;
-                               }
-                               makevectors(mine.v_angle);
-                               targ = targetlist;
-                               if (skill > 9) // normal players only do this for the target they are tracking
+                               // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+                               if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                       }
+                       else if(self.BUTTON_ATCK)
+                       {
+                               if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
                                {
-                                       targ = targetlist;
-                                       while (targ)
-                                       {
-                                               if (
-                                                       (v_forward * normalize(mine.origin - targ.origin)< 0.1)
-                                                       && desirabledamage > 0.1*coredamage
-                                               )self.BUTTON_ATCK2 = TRUE;
-                                               targ = targ.chain;
-                                       }
-                               }else{
-                                       float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
-                                       //As the distance gets larger, a correct detonation gets near imposible
-                                       //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
-                                       if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
-                                               if(IS_PLAYER(self.enemy))
-                                                       if(desirabledamage >= 0.1*coredamage)
-                                                               if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                                                       self.BUTTON_ATCK2 = TRUE;
-                               //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+                                       W_MineLayer_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
                                }
+                       }
 
-                               mine = find(mine, classname, "mine");
+                       if(self.BUTTON_ATCK2)
+                       {
+                               if(W_MineLayer_PlacedMines(TRUE))
+                                       sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
                        }
-                       // if we would be doing at X percent of the core damage, detonate it
-                       // but don't fire a new shot at the same time!
-                       if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
-                               self.BUTTON_ATCK2 = TRUE;
-                       if ((skill > 6.5) && (selfdamage > self.health))
-                               self.BUTTON_ATCK2 = FALSE;
-                       //if(self.BUTTON_ATCK2 == TRUE)
-                       //      dprint(ftos(desirabledamage),"\n");
-                       if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                       
+                       return TRUE;
                }
-       }
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+               case WR_INIT:
                {
-                       // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-                       if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
-                               weapon_action(self.weapon, WR_RELOAD);
+                       precache_model("models/flash.md3");
+                       precache_model("models/mine.md3");
+                       precache_model("models/weapons/g_minelayer.md3");
+                       precache_model("models/weapons/v_minelayer.md3");
+                       precache_model("models/weapons/h_minelayer.iqm");
+                       precache_sound("weapons/mine_det.wav");
+                       precache_sound("weapons/mine_fire.wav");
+                       precache_sound("weapons/mine_stick.wav");
+                       precache_sound("weapons/mine_trigger.wav");
+                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+                       return TRUE;
                }
-               else if (self.BUTTON_ATCK)
+               case WR_CHECKAMMO1:
                {
-                       if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
+                       // don't switch while placing a mine
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
                        {
-                               W_Mine_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
+                               ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
+                               return ammo_amount;
                        }
+                       return TRUE;
                }
-
-               if (self.BUTTON_ATCK2)
+               case WR_CHECKAMMO2:
                {
-                       if(W_PlacedMines(TRUE))
-                               sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+                       if(W_MineLayer_PlacedMines(FALSE))
+                               return TRUE;
+                       else
+                               return FALSE;
                }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/flash.md3");
-               precache_model ("models/mine.md3");
-               precache_model ("models/weapons/g_minelayer.md3");
-               precache_model ("models/weapons/v_minelayer.md3");
-               precache_model ("models/weapons/h_minelayer.iqm");
-               precache_sound ("weapons/mine_det.wav");
-               precache_sound ("weapons/mine_fire.wav");
-               precache_sound ("weapons/mine_stick.wav");
-               precache_sound ("weapons/mine_trigger.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_MINE_LAYER);
-               self.current_ammo = ammo_rockets;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               // don't switch while placing a mine
-               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+               case WR_CONFIG:
                {
-                       ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
-                       ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
-                       return ammo_amount;
+                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
                }
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               if (W_PlacedMines(FALSE))
+               case WR_RESETPLAYER:
+               {
+                       self.minelayer_mines = 0;
                        return TRUE;
-               else
-                       return FALSE;
-       }
-       else if (req == WR_RESETPLAYER)
-       {
-               self.minelayer_mines = 0;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return WEAPON_MINELAYER_SUICIDE;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               return WEAPON_MINELAYER_MURDER;
+               }
+               case WR_RELOAD:
+               {
+                       W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_MINELAYER_SUICIDE;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       return WEAPON_MINELAYER_MURDER;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
-float w_minelayer(float req)
+float W_MineLayer(float req)
 {
-       if(req == WR_IMPACTEFFECT)
+       switch(req)
        {
-               vector org2;
-               org2 = w_org + w_backoff * 12;
-               pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
-               if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/mine_exp.wav");
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 12;
+                       pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
+                       
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/mine_exp.wav");
+                       return TRUE;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif