CLASS(MineLayer, Weapon)
/* spawnfunc */ ATTRIB(MineLayer, m_canonical_spawnfunc, string, "weapon_minelayer");
-/* ammotype */ ATTRIB(MineLayer, ammo_type, int, RESOURCE_ROCKETS);
+/* ammotype */ ATTRIB(MineLayer, ammo_type, int, RES_ROCKETS);
/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
#ifdef GAMEQC
/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
+/* flash mdl */ ATTRIB(MineLayer, m_muzzlemodel, Model, MDL_MINELAYER_MUZZLEFLASH);
+/* flash eff */ ATTRIB(MineLayer, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
void W_MineLayer_Think(entity this);
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
-.vector mine_orientation;
+
+IntrusiveList g_mines;
+STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
#endif