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