]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minelayer.qc
Even more cleanup of SetupProjVelocity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
index 72b57b91ea488defc51f057dbf2c1a06961110be..6e70043ae190aa91ca7bc56c33f9ee3a8f5ef345 100644 (file)
@@ -1,28 +1,60 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ MINE_LAYER,
-/* function  */ w_minelayer,
-/* ammotype  */ IT_ROCKETS,
-/* impulse   */ 4,
-/* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* model     */ "minelayer",
-/* shortname */ "minelayer",
-/* fullname  */ _("Mine Layer")
+/* 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',
+/* model    */ "minelayer",
+/* netname  */ "minelayer",
+/* fullname */ _("Mine Layer")
 );
-#else
+
+#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)
+
 #ifdef SVQC
-void W_Mine_Think (void);
+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() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
 
-void spawnfunc_weapon_minelayer (void)
-{
-       weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
-
-void W_Mine_Stick (entity to)
+void W_MineLayer_Stick (entity to)
 {
        spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
 
@@ -57,7 +89,7 @@ void W_Mine_Stick (entity to)
        newmine.mine_time = self.mine_time;
 
        newmine.touch = func_null;
-       newmine.think = W_Mine_Think;
+       newmine.think = W_MineLayer_Think;
        newmine.nextthink = time;
        newmine.cnt = self.cnt;
        newmine.flags = self.flags;
@@ -69,11 +101,11 @@ void W_Mine_Stick (entity to)
                SetMovetypeFollow(self, to);
 }
 
-void W_Mine_Explode ()
+void W_MineLayer_Explode()
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, 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);
@@ -81,14 +113,14 @@ void W_Mine_Explode ()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
+       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 (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -100,7 +132,7 @@ void W_Mine_Explode ()
        remove (self);
 }
 
-void W_Mine_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode ()
 {
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -108,14 +140,14 @@ void W_Mine_DoRemoteExplode ()
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                self.velocity = self.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       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 (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -127,38 +159,38 @@ void W_Mine_DoRemoteExplode ()
        remove (self);
 }
 
-void W_Mine_RemoteExplode ()
+void W_MineLayer_RemoteExplode ()
 {
        if(self.realowner.deadflag == DEAD_NO)
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
+                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
                )
                {
-                       W_Mine_DoRemoteExplode();
+                       W_MineLayer_DoRemoteExplode();
                }
 }
 
-void W_Mine_ProximityExplode ()
+void W_MineLayer_ProximityExplode ()
 {
        // 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(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
+       if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
        {
                entity head;
-               head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
+               head = findradius(self.origin, WEP_CVAR(minelayer, radius));
                while(head)
                {
-                       if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
+                       if(head == self.realowner || SAME_TEAM(head, self.realowner))
                                return;
                        head = head.chain;
                }
        }
 
        self.mine_time = 0;
-       W_Mine_Explode();
+       W_MineLayer_Explode();
 }
 
-float W_Mine_Count(entity e)
+float W_MineLayer_Count(entity e)
 {
        float minecount = 0;
        entity mine;
@@ -168,7 +200,7 @@ float W_Mine_Count(entity e)
        return minecount;
 }
 
-void W_Mine_Think (void)
+void W_MineLayer_Think (void)
 {
        entity head;
 
@@ -187,9 +219,9 @@ void W_Mine_Think (void)
        // TODO: replace this mine_trigger.wav sound with a real countdown
        if ((time > self.cnt) && (!self.mine_time))
        {
-               if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
+               if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
                        spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-               self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+               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.
        }
 
@@ -199,20 +231,20 @@ void W_Mine_Think (void)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mine_Explode();
+               W_MineLayer_Explode();
                return;
        }
 
        // set the mine for detonation when a foe gets close enough
-       head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
+       head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
                if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
-               if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
+               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 + autocvar_g_balance_minelayer_time;
+                       self.mine_time = time + WEP_CVAR(minelayer, time);
                }
                head = head.chain;
        }
@@ -220,7 +252,7 @@ void W_Mine_Think (void)
        // explode if it's time to
        if(self.mine_time && time >= self.mine_time)
        {
-               W_Mine_ProximityExplode();
+               W_MineLayer_ProximityExplode();
                return;
        }
 
@@ -228,10 +260,10 @@ void W_Mine_Think (void)
        if (self.realowner.weapon == WEP_MINE_LAYER)
        if (self.realowner.deadflag == DEAD_NO)
        if (self.minelayer_detonate)
-               W_Mine_RemoteExplode();
+               W_MineLayer_RemoteExplode();
 }
 
-void W_Mine_Touch (void)
+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?
@@ -250,11 +282,11 @@ void W_Mine_Touch (void)
        }
        else
        {
-               W_Mine_Stick(other);
+               W_MineLayer_Stick(other);
        }
 }
 
-void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        if (self.health <= 0)
                return;
@@ -268,45 +300,45 @@ void W_Mine_Damage (entity inflictor, entity attacker, float damage, float death
        self.angles = vectoangles(self.velocity);
        
        if (self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
+               W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
 }
 
-void W_Mine_Attack (void)
+void W_MineLayer_Attack()
 {
        entity mine;
        entity flash;
 
        // scan how many mines we placed, and return if we reached our limit
-       if(autocvar_g_balance_minelayer_limit)
+       if(WEP_CVAR(minelayer, limit))
        {
-               if(self.minelayer_mines >= autocvar_g_balance_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(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
+                       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(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
+       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, autocvar_g_balance_minelayer_damage);
+       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(autocvar_g_balance_minelayer_detonatedelay >= 0)
-               mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
+       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 = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+       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 = autocvar_g_balance_minelayer_damageforcescale;
-       mine.health = autocvar_g_balance_minelayer_health;
-       mine.event_damage = W_Mine_Damage;
+       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;
@@ -315,13 +347,13 @@ void W_Mine_Attack (void)
        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_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
+       W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
        mine.angles = vectoangles (mine.velocity);
 
-       mine.touch = W_Mine_Touch;
-       mine.think = W_Mine_Think;
+       mine.touch = W_MineLayer_Touch;
+       mine.think = W_MineLayer_Think;
        mine.nextthink = time;
-       mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
+       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;
 
@@ -338,10 +370,10 @@ void W_Mine_Attack (void)
 
        other = mine; MUTATOR_CALLHOOK(EditProjectile);
        
-       self.minelayer_mines = W_Mine_Count(self);
+       self.minelayer_mines = W_MineLayer_Count(self);
 }
 
-float W_PlacedMines(float detonate)
+float W_MineLayer_PlacedMines(float detonate)
 {
        entity mine;
        float minfound = 0;
@@ -362,7 +394,7 @@ float W_PlacedMines(float detonate)
        return minfound;
 }
 
-float w_minelayer(float req)
+float W_MineLayer(float req)
 {
        entity mine;
        float ammo_amount;
@@ -371,19 +403,19 @@ float w_minelayer(float req)
                case WR_AIM:
                {
                        // aim and decide to fire if appropriate
-                       if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+                       if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
                                self.BUTTON_ATCK = FALSE;
                        else
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
+                               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 = autocvar_g_balance_minelayer_edgedamage;
-                               coredamage = autocvar_g_balance_minelayer_damage;
-                               edgeradius = autocvar_g_balance_minelayer_radius;
+                               edgedamage = WEP_CVAR(minelayer, edgedamage);
+                               coredamage = WEP_CVAR(minelayer, damage);
+                               edgeradius = WEP_CVAR(minelayer, radius);
                                recipricoledgeradius = 1 / edgeradius;
                                selfdamage = 0;
                                teamdamage = 0;
@@ -470,30 +502,30 @@ float w_minelayer(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+                       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 not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
-                                       weapon_action(self.weapon, WR_RELOAD);
+                               if(!(W_MineLayer_PlacedMines(FALSE) && self.AMMO_VAL(WEP_MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+                                       WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else if (self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
                                {
-                                       W_Mine_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
+                                       W_MineLayer_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
                                }
                        }
 
                        if (self.BUTTON_ATCK2)
                        {
-                               if(W_PlacedMines(TRUE))
+                               if(W_MineLayer_PlacedMines(TRUE))
                                        sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
                        }
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_model ("models/flash.md3");
                        precache_model ("models/mine.md3");
@@ -504,12 +536,7 @@ float w_minelayer(float req)
                        precache_sound ("weapons/mine_fire.wav");
                        precache_sound ("weapons/mine_stick.wav");
                        precache_sound ("weapons/mine_trigger.wav");
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       weapon_setup(WEP_MINE_LAYER);
-                       self.current_ammo = ammo_rockets;
+                       MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -517,19 +544,24 @@ float w_minelayer(float req)
                        // don't switch while placing a mine
                        if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
                        {
-                               ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
-                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
+                               ammo_amount = self.AMMO_VAL(WEP_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_PlacedMines(FALSE))
+                       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;
@@ -537,7 +569,7 @@ float w_minelayer(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
+                       W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -553,7 +585,7 @@ float w_minelayer(float req)
 }
 #endif
 #ifdef CSQC
-float w_minelayer(float req)
+float W_MineLayer(float req)
 {
        switch(req)
        {
@@ -567,7 +599,7 @@ float w_minelayer(float req)
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/mine_exp.wav");
                        return TRUE;