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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ ammo_rockets,
6 /* impulse  */ 4,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* color        */ '0.75 1 0',
10 /* model    */ "minelayer",
11 /* netname  */ "minelayer",
12 /* fullname */ _("Mine Layer")
13 );
14
15 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
16 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17         w_cvar(id, sn, NONE, ammo) \
18         w_cvar(id, sn, NONE, animtime) \
19         w_cvar(id, sn, NONE, damage) \
20         w_cvar(id, sn, NONE, damageforcescale) \
21         w_cvar(id, sn, NONE, detonatedelay) \
22         w_cvar(id, sn, NONE, edgedamage) \
23         w_cvar(id, sn, NONE, force) \
24         w_cvar(id, sn, NONE, health) \
25         w_cvar(id, sn, NONE, lifetime) \
26         w_cvar(id, sn, NONE, lifetime_countdown) \
27         w_cvar(id, sn, NONE, limit) \
28         w_cvar(id, sn, NONE, protection) \
29         w_cvar(id, sn, NONE, proximityradius) \
30         w_cvar(id, sn, NONE, radius) \
31         w_cvar(id, sn, NONE, refire) \
32         w_cvar(id, sn, NONE, remote_damage) \
33         w_cvar(id, sn, NONE, remote_edgedamage) \
34         w_cvar(id, sn, NONE, remote_force) \
35         w_cvar(id, sn, NONE, remote_radius) \
36         w_cvar(id, sn, NONE, speed) \
37         w_cvar(id, sn, NONE, time) \
38         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
39         w_prop(id, sn, float,  reloading_time, reload_time) \
40         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
41         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
42         w_prop(id, sn, string, weaponreplace, weaponreplace) \
43         w_prop(id, sn, float,  weaponstart, weaponstart) \
44         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
45
46 #ifdef SVQC
47 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
48 void W_Mine_Think (void);
49 .float minelayer_detonate, mine_explodeanyway;
50 .float mine_time;
51 .vector mine_orientation;
52 #endif
53 #else
54 #ifdef SVQC
55 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
56
57 void W_Mine_Stick (entity to)
58 {
59         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
60
61         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
62
63         entity newmine;
64         newmine = spawn();
65         newmine.classname = self.classname;
66
67         newmine.bot_dodge = self.bot_dodge;
68         newmine.bot_dodgerating = self.bot_dodgerating;
69
70         newmine.owner = self.owner;
71         newmine.realowner = self.realowner;
72         setsize(newmine, '-4 -4 -4', '4 4 4');
73         setorigin(newmine, self.origin);
74         setmodel(newmine, "models/mine.md3");
75         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
76
77         newmine.mine_orientation = -trace_plane_normal;
78
79         newmine.takedamage = self.takedamage;
80         newmine.damageforcescale = self.damageforcescale;
81         newmine.health = self.health;
82         newmine.event_damage = self.event_damage;
83         newmine.spawnshieldtime = self.spawnshieldtime;
84         newmine.damagedbycontents = TRUE;
85
86         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
87         newmine.projectiledeathtype = self.projectiledeathtype;
88
89         newmine.mine_time = self.mine_time;
90
91         newmine.touch = func_null;
92         newmine.think = W_Mine_Think;
93         newmine.nextthink = time;
94         newmine.cnt = self.cnt;
95         newmine.flags = self.flags;
96
97         remove(self);
98         self = newmine;
99
100         if(to)
101                 SetMovetypeFollow(self, to);
102 }
103
104 void W_Mine_Explode ()
105 {
106         if(other.takedamage == DAMAGE_AIM)
107                 if(IS_PLAYER(other))
108                         if(DIFF_TEAM(self.realowner, other))
109                                 if(other.deadflag == DEAD_NO)
110                                         if(IsFlying(other))
111                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
112
113         self.event_damage = func_null;
114         self.takedamage = DAMAGE_NO;
115
116         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);
117
118         if (self.realowner.weapon == WEP_MINE_LAYER)
119         {
120                 entity oldself;
121                 oldself = self;
122                 self = self.realowner;
123                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
124                 {
125                         self.cnt = WEP_MINE_LAYER;
126                         ATTACK_FINISHED(self) = time;
127                         self.switchweapon = w_getbestweapon(self);
128                 }
129                 self = oldself;
130         }
131         self.realowner.minelayer_mines -= 1;
132         remove (self);
133 }
134
135 void W_Mine_DoRemoteExplode ()
136 {
137         self.event_damage = func_null;
138         self.takedamage = DAMAGE_NO;
139
140         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
141                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
142
143         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);
144
145         if (self.realowner.weapon == WEP_MINE_LAYER)
146         {
147                 entity oldself;
148                 oldself = self;
149                 self = self.realowner;
150                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
151                 {
152                         self.cnt = WEP_MINE_LAYER;
153                         ATTACK_FINISHED(self) = time;
154                         self.switchweapon = w_getbestweapon(self);
155                 }
156                 self = oldself;
157         }
158         self.realowner.minelayer_mines -= 1;
159         remove (self);
160 }
161
162 void W_Mine_RemoteExplode ()
163 {
164         if(self.realowner.deadflag == DEAD_NO)
165                 if((self.spawnshieldtime >= 0)
166                         ? (time >= self.spawnshieldtime) // timer
167                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
168                 )
169                 {
170                         W_Mine_DoRemoteExplode();
171                 }
172 }
173
174 void W_Mine_ProximityExplode ()
175 {
176         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
177         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
178         {
179                 entity head;
180                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
181                 while(head)
182                 {
183                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
184                                 return;
185                         head = head.chain;
186                 }
187         }
188
189         self.mine_time = 0;
190         W_Mine_Explode();
191 }
192
193 float W_Mine_Count(entity e)
194 {
195         float minecount = 0;
196         entity mine;
197         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
198                 minecount += 1;
199
200         return minecount;
201 }
202
203 void W_Mine_Think (void)
204 {
205         entity head;
206
207         self.nextthink = time;
208
209         if(self.movetype == MOVETYPE_FOLLOW)
210         {
211                 if(LostMovetypeFollow(self))
212                 {
213                         UnsetMovetypeFollow(self);
214                         self.movetype = MOVETYPE_NONE;
215                 }
216         }
217         
218         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
219         // TODO: replace this mine_trigger.wav sound with a real countdown
220         if ((time > self.cnt) && (!self.mine_time))
221         {
222                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
223                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
224                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
225                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
226         }
227
228         // a player's mines shall explode if he disconnects or dies
229         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
230         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
231         {
232                 other = world;
233                 self.projectiledeathtype |= HITTYPE_BOUNCE;
234                 W_Mine_Explode();
235                 return;
236         }
237
238         // set the mine for detonation when a foe gets close enough
239         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
240         while(head)
241         {
242                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
243                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
244                 if(!self.mine_time)
245                 {
246                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
247                         self.mine_time = time + WEP_CVAR(minelayer, time);
248                 }
249                 head = head.chain;
250         }
251
252         // explode if it's time to
253         if(self.mine_time && time >= self.mine_time)
254         {
255                 W_Mine_ProximityExplode();
256                 return;
257         }
258
259         // remote detonation
260         if (self.realowner.weapon == WEP_MINE_LAYER)
261         if (self.realowner.deadflag == DEAD_NO)
262         if (self.minelayer_detonate)
263                 W_Mine_RemoteExplode();
264 }
265
266 void W_Mine_Touch (void)
267 {
268         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
269                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
270
271         if(WarpZone_Projectile_Touch())
272         {
273                 if(wasfreed(self))
274                         self.realowner.minelayer_mines -= 1;
275                 return;
276         }
277
278         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
279         {
280                 // hit a player
281                 // don't stick
282         }
283         else
284         {
285                 W_Mine_Stick(other);
286         }
287 }
288
289 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
290 {
291         if (self.health <= 0)
292                 return;
293                 
294         float is_from_enemy = (inflictor.realowner != self.realowner);
295                 
296         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
297                 return; // g_projectiles_damage says to halt
298                 
299         self.health = self.health - damage;
300         self.angles = vectoangles(self.velocity);
301         
302         if (self.health <= 0)
303                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
304 }
305
306 void W_Mine_Attack (void)
307 {
308         entity mine;
309         entity flash;
310
311         // scan how many mines we placed, and return if we reached our limit
312         if(WEP_CVAR(minelayer, limit))
313         {
314                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
315                 {
316                         // the refire delay keeps this message from being spammed
317                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
318                         play2(self, "weapons/unavailable.wav");
319                         return;
320                 }
321         }
322
323         W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
324
325         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
326         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
327
328         mine = WarpZone_RefSys_SpawnSameRefSys(self);
329         mine.owner = mine.realowner = self;
330         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
331                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
332         else
333                 mine.spawnshieldtime = -1;
334         mine.classname = "mine";
335         mine.bot_dodge = TRUE;
336         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
337
338         mine.takedamage = DAMAGE_YES;
339         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
340         mine.health = WEP_CVAR(minelayer, health);
341         mine.event_damage = W_Mine_Damage;
342         mine.damagedbycontents = TRUE;
343
344         mine.movetype = MOVETYPE_TOSS;
345         PROJECTILE_MAKETRIGGER(mine);
346         mine.projectiledeathtype = WEP_MINE_LAYER;
347         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
348
349         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
350         W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
351         mine.angles = vectoangles (mine.velocity);
352
353         mine.touch = W_Mine_Touch;
354         mine.think = W_Mine_Think;
355         mine.nextthink = time;
356         mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
357         mine.flags = FL_PROJECTILE;
358         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
359
360         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
361
362         // muzzle flash for 1st person view
363         flash = spawn ();
364         setmodel (flash, "models/flash.md3"); // precision set below
365         SUB_SetFade (flash, time, 0.1);
366         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
367         W_AttachToShotorg(flash, '5 0 0');
368
369         // common properties
370
371         other = mine; MUTATOR_CALLHOOK(EditProjectile);
372         
373         self.minelayer_mines = W_Mine_Count(self);
374 }
375
376 float W_PlacedMines(float detonate)
377 {
378         entity mine;
379         float minfound = 0;
380
381         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
382         {
383                 if(detonate)
384                 {
385                         if(!mine.minelayer_detonate)
386                         {
387                                 mine.minelayer_detonate = TRUE;
388                                 minfound = 1;
389                         }
390                 }
391                 else
392                         minfound = 1;
393         }
394         return minfound;
395 }
396
397 float w_minelayer(float req)
398 {
399         entity mine;
400         float ammo_amount;
401         switch(req)
402         {
403                 case WR_AIM:
404                 {
405                         // aim and decide to fire if appropriate
406                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
407                                 self.BUTTON_ATCK = FALSE;
408                         else
409                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
410                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
411                         {
412                                 // decide whether to detonate mines
413                                 entity targetlist, targ;
414                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
415                                 float selfdamage, teamdamage, enemydamage;
416                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
417                                 coredamage = WEP_CVAR(minelayer, damage);
418                                 edgeradius = WEP_CVAR(minelayer, radius);
419                                 recipricoledgeradius = 1 / edgeradius;
420                                 selfdamage = 0;
421                                 teamdamage = 0;
422                                 enemydamage = 0;
423                                 targetlist = findchainfloat(bot_attack, TRUE);
424                                 mine = find(world, classname, "mine");
425                                 while (mine)
426                                 {
427                                         if (mine.realowner != self)
428                                         {
429                                                 mine = find(mine, classname, "mine");
430                                                 continue;
431                                         }
432                                         targ = targetlist;
433                                         while (targ)
434                                         {
435                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
436                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
437                                                 // count potential damage according to type of target
438                                                 if (targ == self)
439                                                         selfdamage = selfdamage + d;
440                                                 else if (targ.team == self.team && teamplay)
441                                                         teamdamage = teamdamage + d;
442                                                 else if (bot_shouldattack(targ))
443                                                         enemydamage = enemydamage + d;
444                                                 targ = targ.chain;
445                                         }
446                                         mine = find(mine, classname, "mine");
447                                 }
448                                 float desirabledamage;
449                                 desirabledamage = enemydamage;
450                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
451                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
452                                 if (teamplay && self.team)
453                                         desirabledamage = desirabledamage - teamdamage;
454
455                                 mine = find(world, classname, "mine");
456                                 while (mine)
457                                 {
458                                         if (mine.realowner != self)
459                                         {
460                                                 mine = find(mine, classname, "mine");
461                                                 continue;
462                                         }
463                                         makevectors(mine.v_angle);
464                                         targ = targetlist;
465                                         if (skill > 9) // normal players only do this for the target they are tracking
466                                         {
467                                                 targ = targetlist;
468                                                 while (targ)
469                                                 {
470                                                         if (
471                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
472                                                                 && desirabledamage > 0.1*coredamage
473                                                         )self.BUTTON_ATCK2 = TRUE;
474                                                         targ = targ.chain;
475                                                 }
476                                         }else{
477                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
478                                                 //As the distance gets larger, a correct detonation gets near imposible
479                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
480                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
481                                                         if(IS_PLAYER(self.enemy))
482                                                                 if(desirabledamage >= 0.1*coredamage)
483                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
484                                                                                 self.BUTTON_ATCK2 = TRUE;
485                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
486                                         }
487
488                                         mine = find(mine, classname, "mine");
489                                 }
490                                 // if we would be doing at X percent of the core damage, detonate it
491                                 // but don't fire a new shot at the same time!
492                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
493                                         self.BUTTON_ATCK2 = TRUE;
494                                 if ((skill > 6.5) && (selfdamage > self.health))
495                                         self.BUTTON_ATCK2 = FALSE;
496                                 //if(self.BUTTON_ATCK2 == TRUE)
497                                 //      dprint(ftos(desirabledamage),"\n");
498                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
499                         }
500                         
501                         return TRUE;
502                 }
503                 case WR_THINK:
504                 {
505                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
506                         {
507                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
508                                 if(!(W_PlacedMines(FALSE) && self.AMMO_VAL(WEP_MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
509                                         WEP_ACTION(self.weapon, WR_RELOAD);
510                         }
511                         else if (self.BUTTON_ATCK)
512                         {
513                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
514                                 {
515                                         W_Mine_Attack();
516                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
517                                 }
518                         }
519
520                         if (self.BUTTON_ATCK2)
521                         {
522                                 if(W_PlacedMines(TRUE))
523                                         sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
524                         }
525                         
526                         return TRUE;
527                 }
528                 case WR_INIT:
529                 {
530                         precache_model ("models/flash.md3");
531                         precache_model ("models/mine.md3");
532                         precache_model ("models/weapons/g_minelayer.md3");
533                         precache_model ("models/weapons/v_minelayer.md3");
534                         precache_model ("models/weapons/h_minelayer.iqm");
535                         precache_sound ("weapons/mine_det.wav");
536                         precache_sound ("weapons/mine_fire.wav");
537                         precache_sound ("weapons/mine_stick.wav");
538                         precache_sound ("weapons/mine_trigger.wav");
539                         MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
540                         return TRUE;
541                 }
542                 case WR_CHECKAMMO1:
543                 {
544                         // don't switch while placing a mine
545                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
546                         {
547                                 ammo_amount = self.AMMO_VAL(WEP_MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
548                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
549                                 return ammo_amount;
550                         }
551                         return TRUE;
552                 }
553                 case WR_CHECKAMMO2:
554                 {
555                         if (W_PlacedMines(FALSE))
556                                 return TRUE;
557                         else
558                                 return FALSE;
559                 }
560                 case WR_CONFIG:
561                 {
562                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
563                         return TRUE;
564                 }
565                 case WR_RESETPLAYER:
566                 {
567                         self.minelayer_mines = 0;
568                         return TRUE;
569                 }
570                 case WR_RELOAD:
571                 {
572                         W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
573                         return TRUE;
574                 }
575                 case WR_SUICIDEMESSAGE:
576                 {
577                         return WEAPON_MINELAYER_SUICIDE;
578                 }
579                 case WR_KILLMESSAGE:
580                 {
581                         return WEAPON_MINELAYER_MURDER;
582                 }
583         }
584         return TRUE;
585 }
586 #endif
587 #ifdef CSQC
588 float w_minelayer(float req)
589 {
590         switch(req)
591         {
592                 case WR_IMPACTEFFECT:
593                 {
594                         vector org2;
595                         org2 = w_org + w_backoff * 12;
596                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
597                         if(!w_issilent)
598                                 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
599                         
600                         return TRUE;
601                 }
602                 case WR_INIT:
603                 {
604                         precache_sound("weapons/mine_exp.wav");
605                         return TRUE;
606                 }
607         }
608         return TRUE;
609 }
610 #endif
611 #endif