// 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) && (self.cnt > 0))
{
if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
// 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.frozen)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
+ if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
if(!self.mine_time)
{
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(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
play2(self, "weapons/unavailable.wav");
return;
}
mine.touch = W_MineLayer_Touch;
mine.think = W_MineLayer_Think;
mine.nextthink = time;
- mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
+ mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
mine.flags = FL_PROJECTILE;
mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
+ if(mine.cnt > 0) { mine.cnt += time; }
+
CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
// muzzle flash for 1st person view