-REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
- self.owner.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self.owner) = time;
- self.owner.switchweapon = w_getbestweapon(self.owner);
+ self.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self) = time;
+ self.switchweapon = w_getbestweapon(self);
- self.owner.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self.owner) = time;
- self.owner.switchweapon = w_getbestweapon(self.owner);
+ self.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self) = time;
+ self.switchweapon = w_getbestweapon(self);
void W_Mine_ProximityExplode ()
{
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
void W_Mine_ProximityExplode ()
{
// 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_lifetime_countdown > 0)
spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
// scan how many mines we placed, and return if we reached our limit
if(autocvar_g_balance_minelayer_limit)
{
// scan how many mines we placed, and return if we reached our limit
if(autocvar_g_balance_minelayer_limit)
{
- self.minelayer_mines = 0;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
- self.minelayer_mines += 1;
-
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+
+ if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
{
// the refire delay keeps this message from being spammed
sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
{
// the refire delay keeps this message from being spammed
sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
+
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ {
+ if(detonate)
+ {
+ if(!mine.minelayer_detonate)
+ {
+ mine.minelayer_detonate = TRUE;
+ minfound = 1;
+ }
+ }
+ else
+ minfound = 1;
+ }
+ return minfound;
+}
+
+float w_minelayer(float req)
+{
+ entity mine;
else if (req == WR_THINK)
{
if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
else if (req == WR_THINK)
{
if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
+ {
+ // 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);
+ }
else if (self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
else if (self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
- minfound = 0;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
- {
- if(!mine.minelayer_detonate)
- {
- mine.minelayer_detonate = TRUE;
- minfound = 1;
- }
- }
- if(minfound)
+ if(W_PlacedMines(TRUE))
sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
}
sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
}
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
// don't switch while placing a mine
if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
{
// don't switch while placing a mine
if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
{
- if(autocvar_g_balance_minelayer_reload_ammo)
- {
- if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
- ammo_amount = TRUE;
- }
- else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
- ammo_amount = TRUE;
- return !ammo_amount;
+ 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;