METHOD(MineLayer, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
// aim and decide to fire if appropriate
if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
PHYS_INPUT_BUTTON_ATCK(self) = false;
}
METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
int slot = 0; // TODO: unhardcode
// don't switch while placing a mine
if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER)
}
METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
{
+ SELFPARAM();
self.minelayer_mines = 0;
}
METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ SELFPARAM();
W_Reload(self, WEP_CVAR(minelayer, ammo), SND_RELOAD);
}
METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);