]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minelayer.qc
Revert "Merge branch 'Mario/despawn_effects'"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc
deleted file mode 100644 (file)
index e0e9c62..0000000
+++ /dev/null
@@ -1,620 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ MINE_LAYER,
-/* function  */ W_MineLayer,
-/* ammotype  */ ammo_rockets,
-/* impulse   */ 4,
-/* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* color     */ '0.75 1 0',
-/* modelname */ "minelayer",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminelayer 0.9",
-/* wepimg    */ "weaponminelayer",
-/* refname   */ "minelayer",
-/* wepname   */ _("Mine Layer")
-);
-
-#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)
-
-#ifdef SVQC
-MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
-.float minelayer_detonate, mine_explodeanyway;
-.float mine_time;
-.vector mine_orientation;
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
-
-void W_MineLayer_Stick(entity to)
-{
-       spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
-
-       // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
-
-       entity newmine;
-       newmine = spawn();
-       newmine.classname = self.classname;
-
-       newmine.bot_dodge = self.bot_dodge;
-       newmine.bot_dodgerating = self.bot_dodgerating;
-
-       newmine.owner = self.owner;
-       newmine.realowner = self.realowner;
-       setsize(newmine, '-4 -4 -4', '4 4 4');
-       setorigin(newmine, self.origin);
-       setmodel(newmine, "models/mine.md3");
-       newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
-
-       newmine.mine_orientation = -trace_plane_normal;
-
-       newmine.takedamage = self.takedamage;
-       newmine.damageforcescale = self.damageforcescale;
-       newmine.health = self.health;
-       newmine.event_damage = self.event_damage;
-       newmine.spawnshieldtime = self.spawnshieldtime;
-       newmine.damagedbycontents = TRUE;
-
-       newmine.movetype = MOVETYPE_NONE; // lock the mine in place
-       newmine.projectiledeathtype = self.projectiledeathtype;
-
-       newmine.mine_time = self.mine_time;
-
-       newmine.touch = func_null;
-       newmine.think = W_MineLayer_Think;
-       newmine.nextthink = time;
-       newmine.cnt = self.cnt;
-       newmine.flags = self.flags;
-
-       remove(self);
-       self = newmine;
-
-       if(to)
-               SetMovetypeFollow(self, to);
-}
-
-void W_MineLayer_Explode(void)
-{
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-
-       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)
-       {
-               entity oldself;
-               oldself = self;
-               self = self.realowner;
-               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
-               {
-                       self.cnt = WEP_MINE_LAYER;
-                       ATTACK_FINISHED(self) = time;
-                       self.switchweapon = w_getbestweapon(self);
-               }
-               self = oldself;
-       }
-       self.realowner.minelayer_mines -= 1;
-       remove(self);
-}
-
-void W_MineLayer_DoRemoteExplode(void)
-{
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-
-       if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
-               self.velocity = self.mine_orientation; // particle fx and decals need .velocity
-
-       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)
-       {
-               entity oldself;
-               oldself = self;
-               self = self.realowner;
-               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
-               {
-                       self.cnt = WEP_MINE_LAYER;
-                       ATTACK_FINISHED(self) = time;
-                       self.switchweapon = w_getbestweapon(self);
-               }
-               self = oldself;
-       }
-       self.realowner.minelayer_mines -= 1;
-       remove(self);
-}
-
-void W_MineLayer_RemoteExplode(void)
-{
-       if(self.realowner.deadflag == DEAD_NO)
-               if((self.spawnshieldtime >= 0)
-                       ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
-               )
-               {
-                       W_MineLayer_DoRemoteExplode();
-               }
-}
-
-void W_MineLayer_ProximityExplode(void)
-{
-       // 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)
-       {
-               entity head;
-               head = findradius(self.origin, WEP_CVAR(minelayer, radius));
-               while(head)
-               {
-                       if(head == self.realowner || SAME_TEAM(head, self.realowner))
-                               return;
-                       head = head.chain;
-               }
-       }
-
-       self.mine_time = 0;
-       W_MineLayer_Explode();
-}
-
-float W_MineLayer_Count(entity e)
-{
-       float minecount = 0;
-       entity mine;
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
-               minecount += 1;
-
-       return minecount;
-}
-
-void W_MineLayer_Think(void)
-{
-       entity head;
-
-       self.nextthink = time;
-
-       if(self.movetype == MOVETYPE_FOLLOW)
-       {
-               if(LostMovetypeFollow(self))
-               {
-                       UnsetMovetypeFollow(self);
-                       self.movetype = MOVETYPE_NONE;
-               }
-       }
-       
-       // 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(WEP_CVAR(minelayer, lifetime_countdown) > 0)
-                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-               self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
-               self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
-       }
-
-       // 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)
-       {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_MineLayer_Explode();
-               return;
-       }
-
-       // set the mine for detonation when a foe gets close enough
-       head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
-       while(head)
-       {
-               if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
-               if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
-               if(!self.mine_time)
-               {
-                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-                       self.mine_time = time + WEP_CVAR(minelayer, time);
-               }
-               head = head.chain;
-       }
-
-       // explode if it's time to
-       if(self.mine_time && time >= self.mine_time)
-       {
-               W_MineLayer_ProximityExplode();
-               return;
-       }
-
-       // remote detonation
-       if(self.realowner.weapon == WEP_MINE_LAYER)
-       if(self.realowner.deadflag == DEAD_NO)
-       if(self.minelayer_detonate)
-               W_MineLayer_RemoteExplode();
-}
-
-void W_MineLayer_Touch(void)
-{
-       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?
-
-       if(WarpZone_Projectile_Touch())
-       {
-               if(wasfreed(self))
-                       self.realowner.minelayer_mines -= 1;
-               return;
-       }
-
-       if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
-       {
-               // hit a player
-               // don't stick
-       }
-       else
-       {
-               W_MineLayer_Stick(other);
-       }
-}
-
-void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       if(self.health <= 0)
-               return;
-               
-       float is_from_enemy = (inflictor.realowner != self.realowner);
-               
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
-               return; // g_projectiles_damage says to halt
-               
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
-       
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
-}
-
-void W_MineLayer_Attack(void)
-{
-       entity mine;
-       entity flash;
-
-       // scan how many mines we placed, and return if we reached our limit
-       if(WEP_CVAR(minelayer, limit))
-       {
-               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") );
-                       play2(self, "weapons/unavailable.wav");
-                       return;
-               }
-       }
-
-       W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
-
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
-       pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       mine = WarpZone_RefSys_SpawnSameRefSys(self);
-       mine.owner = mine.realowner = self;
-       if(WEP_CVAR(minelayer, detonatedelay) >= 0)
-               mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
-       else
-               mine.spawnshieldtime = -1;
-       mine.classname = "mine";
-       mine.bot_dodge = TRUE;
-       mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
-
-       mine.takedamage = DAMAGE_YES;
-       mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
-       mine.health = WEP_CVAR(minelayer, health);
-       mine.event_damage = W_MineLayer_Damage;
-       mine.damagedbycontents = TRUE;
-
-       mine.movetype = MOVETYPE_TOSS;
-       PROJECTILE_MAKETRIGGER(mine);
-       mine.projectiledeathtype = WEP_MINE_LAYER;
-       setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
-
-       setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
-       W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
-       mine.angles = vectoangles(mine.velocity);
-
-       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.flags = FL_PROJECTILE;
-       mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
-
-       CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
-
-       // muzzle flash for 1st person view
-       flash = spawn();
-       setmodel(flash, "models/flash.md3"); // precision set below
-       SUB_SetFade(flash, time, 0.1);
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
-
-       // common properties
-
-       other = mine; MUTATOR_CALLHOOK(EditProjectile);
-       
-       self.minelayer_mines = W_MineLayer_Count(self);
-}
-
-float W_MineLayer_PlacedMines(float detonate)
-{
-       entity mine;
-       float minfound = 0;
-
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == 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;
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
-               {
-                       // 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);
-                               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;
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_THINK:
-               {
-                       if(autocvar_g_balance_minelayer_reload_ammo && self.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) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
-                       }
-                       else if(self.BUTTON_ATCK)
-                       {
-                               if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
-                               {
-                                       W_MineLayer_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
-                               }
-                       }
-
-                       if(self.BUTTON_ATCK2)
-                       {
-                               if(W_MineLayer_PlacedMines(TRUE))
-                                       sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_INIT:
-               {
-                       precache_model("models/flash.md3");
-                       precache_model("models/mine.md3");
-                       precache_model("models/weapons/g_minelayer.md3");
-                       precache_model("models/weapons/v_minelayer.md3");
-                       precache_model("models/weapons/h_minelayer.iqm");
-                       precache_sound("weapons/mine_det.wav");
-                       precache_sound("weapons/mine_fire.wav");
-                       precache_sound("weapons/mine_stick.wav");
-                       precache_sound("weapons/mine_trigger.wav");
-                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       // don't switch while placing a mine
-                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
-                       {
-                               ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
-                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
-                               return ammo_amount;
-                       }
-                       return TRUE;
-               }
-               case WR_CHECKAMMO2:
-               {
-                       if(W_MineLayer_PlacedMines(FALSE))
-                               return TRUE;
-                       else
-                               return FALSE;
-               }
-               case WR_CONFIG:
-               {
-                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
-               }
-               case WR_RESETPLAYER:
-               {
-                       self.minelayer_mines = 0;
-                       return TRUE;
-               }
-               case WR_RELOAD:
-               {
-                       W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
-                       return TRUE;
-               }
-               case WR_SUICIDEMESSAGE:
-               {
-                       return WEAPON_MINELAYER_SUICIDE;
-               }
-               case WR_KILLMESSAGE:
-               {
-                       return WEAPON_MINELAYER_MURDER;
-               }
-       }
-       return FALSE;
-}
-#endif
-#ifdef CSQC
-float W_MineLayer(float req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 12;
-                       pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
-                       
-                       return TRUE;
-               }
-               case WR_INIT:
-               {
-                       precache_sound("weapons/mine_exp.wav");
-                       return TRUE;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return FALSE;
-               }
-       }
-       return FALSE;
-}
-#endif
-#endif