]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minelayer.qc
Merge branch 'master' into Mario/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
index e0e9c6256f8abc5a982fe5e81acfc87144d29006..2dac41e1badd5a236b30bba74ebddbb4c2b84930 100644 (file)
@@ -221,7 +221,7 @@ void W_MineLayer_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) && (self.cnt > 0))
        {
                if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
                        spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
@@ -318,7 +318,7 @@ void W_MineLayer_Attack(void)
                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;
                }
@@ -357,10 +357,12 @@ void W_MineLayer_Attack(void)
        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