]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index 5e6a230c1e03c3e63e6f21caaafeb4d015c21687..78aabc4510d111d15532563f2f25bbd3a7d4266b 100644 (file)
@@ -14,44 +14,46 @@ CLASS(MineLayer, Weapon)
 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
 /* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, NONE) \
+               P(class, prefix, animtime, float, NONE) \
+               P(class, prefix, damageforcescale, float, NONE) \
+               P(class, prefix, damage, float, NONE) \
+               P(class, prefix, detonatedelay, float, NONE) \
+               P(class, prefix, edgedamage, float, NONE) \
+               P(class, prefix, force, float, NONE) \
+               P(class, prefix, health, float, NONE) \
+               P(class, prefix, lifetime, float, NONE) \
+               P(class, prefix, lifetime_countdown, float, NONE) \
+               P(class, prefix, limit, float, NONE) \
+               P(class, prefix, protection, float, NONE) \
+               P(class, prefix, proximityradius, float, NONE) \
+               P(class, prefix, radius, float, NONE) \
+               P(class, prefix, refire, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, remote_damage, float, NONE) \
+               P(class, prefix, remote_edgedamage, float, NONE) \
+               P(class, prefix, remote_force, float, NONE) \
+               P(class, prefix, remote_radius, float, NONE) \
+               P(class, prefix, speed, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, time, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, MineLayer, minelayer)
+#undef X
 ENDCLASS(MineLayer)
-REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
-
-#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)
+REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
 
 #ifdef SVQC
-MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
+void W_MineLayer_Think();
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
@@ -107,12 +109,12 @@ void W_MineLayer_Stick(entity to)
                SetMovetypeFollow(self, to);
 }
 
-void W_MineLayer_Explode(void)
+void W_MineLayer_Explode()
 {SELFPARAM();
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
                        if(DIFF_TEAM(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
+                               if(!IS_DEAD(other))
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
 
@@ -121,7 +123,7 @@ void W_MineLayer_Explode(void)
 
        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.m_id)
+       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
        {
                setself(self.realowner);
                Weapon w = WEP_MINE_LAYER;
@@ -130,7 +132,7 @@ void W_MineLayer_Explode(void)
                        self.cnt = WEP_MINE_LAYER.m_id;
                        int slot = 0; // TODO: unhardcode
                        ATTACK_FINISHED(self, slot) = time;
-                       self.switchweapon = w_getbestweapon(self);
+                       PS(self).m_switchweapon = w_getbestweapon(self);
                }
                setself(this);
        }
@@ -138,7 +140,7 @@ void W_MineLayer_Explode(void)
        remove(self);
 }
 
-void W_MineLayer_DoRemoteExplode(void)
+void W_MineLayer_DoRemoteExplode()
 {SELFPARAM();
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -148,7 +150,7 @@ void W_MineLayer_DoRemoteExplode(void)
 
        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.m_id)
+       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
        {
                setself(self.realowner);
                Weapon w = WEP_MINE_LAYER;
@@ -157,7 +159,7 @@ void W_MineLayer_DoRemoteExplode(void)
                        self.cnt = WEP_MINE_LAYER.m_id;
                        int slot = 0; // TODO: unhardcode
                        ATTACK_FINISHED(self, slot) = time;
-                       self.switchweapon = w_getbestweapon(self);
+                       PS(self).m_switchweapon = w_getbestweapon(self);
                }
                setself(this);
        }
@@ -165,19 +167,19 @@ void W_MineLayer_DoRemoteExplode(void)
        remove(self);
 }
 
-void W_MineLayer_RemoteExplode(void)
+void W_MineLayer_RemoteExplode()
 {SELFPARAM();
-       if(self.realowner.deadflag == DEAD_NO)
+       if(!IS_DEAD(self.realowner))
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
+                       : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
                )
                {
                        W_MineLayer_DoRemoteExplode();
                }
 }
 
-void W_MineLayer_ProximityExplode(void)
+void W_MineLayer_ProximityExplode()
 {SELFPARAM();
        // 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(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
@@ -206,7 +208,7 @@ int W_MineLayer_Count(entity e)
        return minecount;
 }
 
-void W_MineLayer_Think(void)
+void W_MineLayer_Think()
 {SELFPARAM();
        entity head;
 
@@ -233,7 +235,7 @@ void W_MineLayer_Think(void)
 
        // 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 || self.realowner.frozen)
+       if(!IS_PLAYER(self.realowner) || IS_DEAD(self.realowner) || STAT(FROZEN, self.realowner))
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
@@ -245,7 +247,7 @@ void W_MineLayer_Think(void)
        head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
-               if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
+               if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
                if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
                if(!self.mine_time)
                {
@@ -263,13 +265,13 @@ void W_MineLayer_Think(void)
        }
 
        // remote detonation
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
-       if(self.realowner.deadflag == DEAD_NO)
+       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
+       if(!IS_DEAD(self.realowner))
        if(self.minelayer_detonate)
                W_MineLayer_RemoteExplode();
 }
 
-void W_MineLayer_Touch(void)
+void W_MineLayer_Touch()
 {SELFPARAM();
        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?
@@ -281,7 +283,7 @@ void W_MineLayer_Touch(void)
                return;
        }
 
-       if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
+       if(other && IS_PLAYER(other) && !IS_DEAD(other))
        {
                // hit a player
                // don't stick
@@ -292,21 +294,21 @@ void W_MineLayer_Touch(void)
        }
 }
 
-void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       float is_from_enemy = (inflictor.realowner != self.realowner);
+       float is_from_enemy = (inflictor.realowner != this.realowner);
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
+       this.health = this.health - damage;
+       this.angles = vectoangles(this.velocity);
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
+       if(this.health <= 0)
+               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode));
 }
 
 void W_MineLayer_Attack(Weapon thiswep)
@@ -402,184 +404,175 @@ float W_MineLayer_PlacedMines(float detonate)
        return minfound;
 }
 
-               METHOD(MineLayer, wr_aim, void(entity thiswep))
-               {
-                       // 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!
-                       {
-                               // 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);
-                               entity 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");
-                               }
-                               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)
-                               {
-                                       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");
-                               }
-                               // 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;
-                       }
-               }
-               METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
-                       {
-                               // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-                               if(!(W_MineLayer_PlacedMines(false) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
-                                       Weapon w = get_weaponinfo(actor.weapon);
-                                       w.wr_reload(w);
-                               }
-                       }
-                       else if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
-                               {
-                                       W_MineLayer_Attack(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
-                               }
-                       }
-
-                       if(fire & 2)
-                       {
-                               if(W_MineLayer_PlacedMines(true))
-                                       sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
-                       }
-               }
-               METHOD(MineLayer, wr_init, void(entity thiswep))
-               {
-                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
-               {
-                       int slot = 0; // TODO: unhardcode
-                       // don't switch while placing a mine
-                       if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_MINE_LAYER.m_id)
-                       {
-                               float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
-                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
-                               return ammo_amount;
-                       }
-                       return true;
-               }
-               METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
-               {
-                       if(W_MineLayer_PlacedMines(false))
-                               return true;
-                       else
-                               return false;
-               }
-               METHOD(MineLayer, wr_config, void(entity thiswep))
-               {
-                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
-               {
-                       self.minelayer_mines = 0;
-               }
-               METHOD(MineLayer, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
-               }
-               METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_MINELAYER_SUICIDE;
-               }
-               METHOD(MineLayer, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_MINELAYER_MURDER;
-               }
+METHOD(MineLayer, wr_aim, void(entity thiswep))
+{
+    // aim and decide to fire if appropriate
+    if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+        PHYS_INPUT_BUTTON_ATCK(self) = false;
+    else
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+    if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+    {
+        // 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);
+        entity 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");
+        }
+        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)
+        {
+            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
+                    ) PHYS_INPUT_BUTTON_ATCK2(self) = 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))
+                                PHYS_INPUT_BUTTON_ATCK2(self) = true;
+            // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+            }
+
+            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
+            PHYS_INPUT_BUTTON_ATCK2(self) = true;
+        if((skill > 6.5) && (selfdamage > self.health))
+            PHYS_INPUT_BUTTON_ATCK2(self) = false;
+        //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+        //     dprint(ftos(desirabledamage),"\n");
+        if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+    }
+}
+METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+    {
+        // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+        if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+            thiswep.wr_reload(thiswep, actor, weaponentity);
+        }
+    }
+    else if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
+        {
+            W_MineLayer_Attack(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+        }
+    }
+
+    if(fire & 2)
+    {
+        if(W_MineLayer_PlacedMines(true))
+            sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
+    }
+}
+METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
+{
+    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)
+    {
+        float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
+        ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+        return ammo_amount;
+    }
+    return true;
+}
+METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
+{
+    if(W_MineLayer_PlacedMines(false))
+        return true;
+    else
+        return false;
+}
+METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
+{
+    self.minelayer_mines = 0;
+}
+METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
+}
+METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_MINELAYER_SUICIDE;
+}
+METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_MINELAYER_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 12;
-                       pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
-               }
+METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 12;
+    pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+        sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
+}
 
 #endif
 #endif