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Move weapon load to the weapon entity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
1 #include "minelayer.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(MineLayer, Weapon)
4 /* ammotype  */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
5 /* impulse   */ ATTRIB(MineLayer, impulse, int, 4);
6 /* flags     */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color     */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
9 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
14 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
15 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
16 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
17 /* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, ammo, float, NONE) \
22                 P(class, prefix, animtime, float, NONE) \
23                 P(class, prefix, damageforcescale, float, NONE) \
24                 P(class, prefix, damage, float, NONE) \
25                 P(class, prefix, detonatedelay, float, NONE) \
26                 P(class, prefix, edgedamage, float, NONE) \
27                 P(class, prefix, force, float, NONE) \
28                 P(class, prefix, health, float, NONE) \
29                 P(class, prefix, lifetime, float, NONE) \
30                 P(class, prefix, lifetime_countdown, float, NONE) \
31                 P(class, prefix, limit, float, NONE) \
32                 P(class, prefix, protection, float, NONE) \
33                 P(class, prefix, proximityradius, float, NONE) \
34                 P(class, prefix, radius, float, NONE) \
35                 P(class, prefix, refire, float, NONE) \
36                 P(class, prefix, reload_ammo, float, NONE) \
37         P(class, prefix, reload_time, float, NONE) \
38                 P(class, prefix, remote_damage, float, NONE) \
39                 P(class, prefix, remote_edgedamage, float, NONE) \
40                 P(class, prefix, remote_force, float, NONE) \
41                 P(class, prefix, remote_radius, float, NONE) \
42                 P(class, prefix, speed, float, NONE) \
43         P(class, prefix, switchdelay_drop, float, NONE) \
44         P(class, prefix, switchdelay_raise, float, NONE) \
45                 P(class, prefix, time, float, NONE) \
46         P(class, prefix, weaponreplace, string, NONE) \
47         P(class, prefix, weaponstartoverride, float, NONE) \
48         P(class, prefix, weaponstart, float, NONE) \
49         P(class, prefix, weaponthrowable, float, NONE) \
50         END()
51     W_PROPS(X, MineLayer, minelayer)
52 #undef X
53 ENDCLASS(MineLayer)
54 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
55
56 #ifdef SVQC
57 void W_MineLayer_Think(entity this);
58 .float minelayer_detonate, mine_explodeanyway;
59 .float mine_time;
60 .vector mine_orientation;
61 #endif
62 #endif
63 #ifdef IMPLEMENTATION
64 #ifdef SVQC
65 spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
66
67 void W_MineLayer_Stick(entity this, entity to)
68 {
69         spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
70
71         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
72
73         entity newmine = spawn();
74         IL_PUSH(g_mines, newmine);
75         newmine.weaponentity_fld = this.weaponentity_fld;
76         newmine.classname = this.classname;
77
78         newmine.bot_dodge = this.bot_dodge;
79         newmine.bot_dodgerating = this.bot_dodgerating;
80
81         newmine.owner = this.owner;
82         newmine.realowner = this.realowner;
83         setsize(newmine, '-4 -4 -4', '4 4 4');
84         setorigin(newmine, this.origin);
85         setmodel(newmine, MDL_MINELAYER_MINE);
86         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
87
88         newmine.mine_orientation = -trace_plane_normal;
89
90         newmine.takedamage = this.takedamage;
91         newmine.damageforcescale = this.damageforcescale;
92         newmine.health = this.health;
93         newmine.event_damage = this.event_damage;
94         newmine.spawnshieldtime = this.spawnshieldtime;
95         newmine.damagedbycontents = true;
96
97         set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
98         newmine.projectiledeathtype = this.projectiledeathtype;
99
100         newmine.mine_time = this.mine_time;
101
102         settouch(newmine, func_null);
103         setthink(newmine, W_MineLayer_Think);
104         newmine.nextthink = time;
105         newmine.cnt = this.cnt;
106         newmine.flags = this.flags;
107         IL_PUSH(g_projectiles, newmine);
108         IL_PUSH(g_bot_dodge, newmine);
109
110         delete(this);
111
112         if(to)
113                 SetMovetypeFollow(newmine, to);
114 }
115
116 void W_MineLayer_Explode(entity this, entity directhitentity)
117 {
118         if(directhitentity.takedamage == DAMAGE_AIM)
119                 if(IS_PLAYER(directhitentity))
120                         if(DIFF_TEAM(this.realowner, directhitentity))
121                                 if(!IS_DEAD(directhitentity))
122                                         if(IsFlying(directhitentity))
123                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
124
125         this.event_damage = func_null;
126         this.takedamage = DAMAGE_NO;
127
128         RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
129
130         .entity weaponentity = this.weaponentity_fld;
131         if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
132         {
133                 entity own = this.realowner;
134                 Weapon w = WEP_MINE_LAYER;
135                 if(!w.wr_checkammo1(w, own, weaponentity))
136                 {
137                         own.cnt = WEP_MINE_LAYER.m_id;
138                         int slot = weaponslot(weaponentity);
139                         ATTACK_FINISHED(own, slot) = time;
140                         own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
141                 }
142         }
143         this.realowner.minelayer_mines -= 1;
144         delete(this);
145 }
146
147 void W_MineLayer_Explode_think(entity this)
148 {
149         W_MineLayer_Explode(this, NULL);
150 }
151
152 void W_MineLayer_DoRemoteExplode(entity this)
153 {
154         this.event_damage = func_null;
155         this.takedamage = DAMAGE_NO;
156
157         if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
158                 this.velocity = this.mine_orientation; // particle fx and decals need .velocity
159
160         RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
161
162         .entity weaponentity = this.weaponentity_fld;
163         if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
164         {
165                 entity own = this.realowner;
166                 Weapon w = WEP_MINE_LAYER;
167                 if(!w.wr_checkammo1(w, own, weaponentity))
168                 {
169                         own.cnt = WEP_MINE_LAYER.m_id;
170                         int slot = weaponslot(weaponentity);
171                         ATTACK_FINISHED(own, slot) = time;
172                         own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
173                 }
174         }
175         this.realowner.minelayer_mines -= 1;
176         delete(this);
177 }
178
179 void W_MineLayer_RemoteExplode(entity this)
180 {
181         if(!IS_DEAD(this.realowner))
182                 if((this.spawnshieldtime >= 0)
183                         ? (time >= this.spawnshieldtime) // timer
184                         : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
185                 )
186                 {
187                         W_MineLayer_DoRemoteExplode(this);
188                 }
189 }
190
191 void W_MineLayer_ProximityExplode(entity this)
192 {
193         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
194         if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
195         {
196                 entity head;
197                 head = findradius(this.origin, WEP_CVAR(minelayer, radius));
198                 while(head)
199                 {
200                         if(head == this.realowner || SAME_TEAM(head, this.realowner))
201                                 return;
202                         head = head.chain;
203                 }
204         }
205
206         this.mine_time = 0;
207         W_MineLayer_Explode(this, NULL);
208 }
209
210 int W_MineLayer_Count(entity e)
211 {
212         int minecount = 0;
213         IL_EACH(g_mines, it.realowner == e,
214         {
215                 minecount += 1;
216         });
217
218         return minecount;
219 }
220
221 void W_MineLayer_Think(entity this)
222 {
223         entity head;
224
225         this.nextthink = time;
226
227         if(this.move_movetype == MOVETYPE_FOLLOW)
228         {
229                 if(LostMovetypeFollow(this))
230                 {
231                         UnsetMovetypeFollow(this);
232                         set_movetype(this, MOVETYPE_NONE);
233                 }
234         }
235
236         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
237         // TODO: replace this mine_trigger.wav sound with a real countdown
238         if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
239         {
240                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
241                         spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
242                 this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
243                 this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
244         }
245
246         // a player's mines shall explode if he disconnects or dies
247         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
248         if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
249         {
250                 this.projectiledeathtype |= HITTYPE_BOUNCE;
251                 W_MineLayer_Explode(this, NULL);
252                 return;
253         }
254
255         // set the mine for detonation when a foe gets close enough
256         head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
257         while(head)
258         {
259                 if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
260                 if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
261                 if(!this.mine_time)
262                 {
263                         spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
264                         this.mine_time = time + WEP_CVAR(minelayer, time);
265                 }
266                 head = head.chain;
267         }
268
269         // explode if it's time to
270         if(this.mine_time && time >= this.mine_time)
271         {
272                 W_MineLayer_ProximityExplode(this);
273                 return;
274         }
275
276         // remote detonation
277         .entity weaponentity = this.weaponentity_fld;
278         if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
279         if(!IS_DEAD(this.realowner))
280         if(this.minelayer_detonate)
281                 W_MineLayer_RemoteExplode(this);
282 }
283
284 void W_MineLayer_Touch(entity this, entity toucher)
285 {
286         if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
287                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
288
289         if(WarpZone_Projectile_Touch(this, toucher))
290         {
291                 if(wasfreed(this))
292                         this.realowner.minelayer_mines -= 1;
293                 return;
294         }
295
296         if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
297         {
298                 // hit a player
299                 // don't stick
300         }
301         else
302         {
303                 W_MineLayer_Stick(this, toucher);
304         }
305 }
306
307 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
308 {
309         if(this.health <= 0)
310                 return;
311
312         float is_from_enemy = (inflictor.realowner != this.realowner);
313
314         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
315                 return; // g_projectiles_damage says to halt
316
317         this.health = this.health - damage;
318         this.angles = vectoangles(this.velocity);
319
320         if(this.health <= 0)
321                 W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
322 }
323
324 void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
325 {
326         entity mine;
327         entity flash;
328
329         // scan how many mines we placed, and return if we reached our limit
330         if(WEP_CVAR(minelayer, limit))
331         {
332                 if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
333                 {
334                         // the refire delay keeps this message from being spammed
335                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
336                         play2(actor, SND(UNAVAILABLE));
337                         return;
338                 }
339         }
340
341         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
342
343         W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
344         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
345
346         mine = WarpZone_RefSys_SpawnSameRefSys(actor);
347         mine.weaponentity_fld = weaponentity;
348         IL_PUSH(g_mines, mine);
349         mine.owner = mine.realowner = actor;
350         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
351                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
352         else
353                 mine.spawnshieldtime = -1;
354         mine.classname = "mine";
355         mine.bot_dodge = true;
356         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
357
358         mine.takedamage = DAMAGE_YES;
359         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
360         mine.health = WEP_CVAR(minelayer, health);
361         mine.event_damage = W_MineLayer_Damage;
362         mine.damagedbycontents = true;
363
364         set_movetype(mine, MOVETYPE_TOSS);
365         PROJECTILE_MAKETRIGGER(mine);
366         mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
367         setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
368
369         setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
370         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
371         mine.angles = vectoangles(mine.velocity);
372
373         settouch(mine, W_MineLayer_Touch);
374         setthink(mine, W_MineLayer_Think);
375         mine.nextthink = time;
376         mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
377         mine.flags = FL_PROJECTILE;
378         IL_PUSH(g_projectiles, mine);
379         IL_PUSH(g_bot_dodge, mine);
380         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
381
382         if(mine.cnt > 0) { mine.cnt += time; }
383
384         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
385
386         // muzzle flash for 1st person view
387         flash = spawn();
388         setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
389         SUB_SetFade(flash, time, 0.1);
390         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
391         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
392
393         // common properties
394
395         MUTATOR_CALLHOOK(EditProjectile, actor, mine);
396
397         actor.minelayer_mines = W_MineLayer_Count(actor);
398 }
399
400 bool W_MineLayer_PlacedMines(entity this, bool detonate)
401 {
402         bool minfound = false;
403
404         IL_EACH(g_mines, it.realowner == this,
405         {
406                 if(detonate)
407                 {
408                         if(!it.minelayer_detonate)
409                         {
410                                 it.minelayer_detonate = true;
411                                 minfound = true;
412                         }
413                 }
414                 else
415                         minfound = true;
416         });
417         return minfound;
418 }
419
420 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
421 {
422     // aim and decide to fire if appropriate
423     if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
424         PHYS_INPUT_BUTTON_ATCK(actor) = false;
425     else
426         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
427     if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
428     {
429         // decide whether to detonate mines
430         float edgedamage, coredamage, edgeradius, recipricoledgeradius;
431         float selfdamage, teamdamage, enemydamage;
432         edgedamage = WEP_CVAR(minelayer, edgedamage);
433         coredamage = WEP_CVAR(minelayer, damage);
434         edgeradius = WEP_CVAR(minelayer, radius);
435         recipricoledgeradius = 1 / edgeradius;
436         selfdamage = 0;
437         teamdamage = 0;
438         enemydamage = 0;
439
440         IL_EACH(g_mines, it.realowner == actor,
441         {
442                 entity mine = it;
443                 IL_EACH(g_bot_targets, it.bot_attack,
444                 {
445                         float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
446                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
447                 // count potential damage according to type of target
448                 if(it == actor)
449                     selfdamage = selfdamage + d;
450                 else if(SAME_TEAM(it, actor))
451                     teamdamage = teamdamage + d;
452                 else if(bot_shouldattack(actor, it))
453                     enemydamage = enemydamage + d;
454                 });
455         });
456
457         float desirabledamage;
458         desirabledamage = enemydamage;
459         if(time > actor.invincible_finished && time > actor.spawnshieldtime)
460             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
461         if(teamplay && actor.team)
462             desirabledamage = desirabledamage - teamdamage;
463
464         makevectors(actor.v_angle);
465         IL_EACH(g_mines, it.realowner == actor,
466         {
467             if(skill > 9) // normal players only do this for the target they are tracking
468             {
469                     entity mine = it;
470                     IL_EACH(g_bot_targets, it.bot_attack,
471                     {
472                         if((v_forward * normalize(mine.origin - it.origin) < 0.1)
473                             && desirabledamage > 0.1 * coredamage
474                             ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
475                     });
476                 }
477                 else
478                 {
479                 //As the distance gets larger, a correct detonation gets near imposible
480                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
481                 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
482                         && IS_PLAYER(actor.enemy)
483                         && (desirabledamage >= 0.1 * coredamage)
484                         )
485                 {
486                         float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
487                         if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
488                                 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
489                 }
490                 }
491         });
492
493         // if we would be doing at X percent of the core damage, detonate it
494         // but don't fire a new shot at the same time!
495         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
496             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
497         if((skill > 6.5) && (selfdamage > actor.health))
498             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
499         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
500         //      dprint(ftos(desirabledamage),"\n");
501         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
502     }
503 }
504 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
505 {
506     if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
507     {
508         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
509         if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
510             thiswep.wr_reload(thiswep, actor, weaponentity);
511         }
512     }
513     else if(fire & 1)
514     {
515         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
516         {
517             W_MineLayer_Attack(thiswep, actor, weaponentity);
518             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
519         }
520     }
521
522     if(fire & 2)
523     {
524         if(W_MineLayer_PlacedMines(actor, true))
525             sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
526     }
527 }
528 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
529 {
530     //int slot = 0; // TODO: unhardcode
531     // actually do // don't switch while placing a mine
532     //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
533     //{
534         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
535         ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
536         return ammo_amount;
537     //}
538     //return true;
539 }
540 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
541 {
542     if(W_MineLayer_PlacedMines(actor, false))
543         return true;
544     else
545         return false;
546 }
547 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
548 {
549     actor.minelayer_mines = 0;
550 }
551 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
552 {
553     W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
554 }
555 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
556 {
557     return WEAPON_MINELAYER_SUICIDE;
558 }
559 METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
560 {
561     return WEAPON_MINELAYER_MURDER;
562 }
563
564 #endif
565 #ifdef CSQC
566
567 METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
568 {
569     vector org2;
570     org2 = w_org + w_backoff * 12;
571     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
572     if(!w_issilent)
573         sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
574 }
575
576 #endif
577 #endif