head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
- if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
+ if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head) && !IS_INDEPENDENT_PLAYER(head))
if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
if(!this.mine_time)
{
if(minecount >= WEP_CVAR(minelayer, limit))
PHYS_INPUT_BUTTON_ATCK(actor) = false;
else
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false, false);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines