void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
void W_MineLayer_Stick(entity to)
-{
+{SELFPARAM();
spamsound(self, CH_SHOTS, W_Sound("mine_stick"), VOL_BASE, ATTN_NORM);
// in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
}
void W_MineLayer_Explode(void)
-{
+{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
}
void W_MineLayer_DoRemoteExplode(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
}
void W_MineLayer_RemoteExplode(void)
-{
+{SELFPARAM();
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
}
void W_MineLayer_ProximityExplode(void)
-{
+{SELFPARAM();
// 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(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
{
}
void W_MineLayer_Think(void)
-{
+{SELFPARAM();
entity head;
self.nextthink = time;
}
void W_MineLayer_Touch(void)
-{
+{SELFPARAM();
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?
}
void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
}
void W_MineLayer_Attack(void)
-{
+{SELFPARAM();
entity mine;
entity flash;
}
float W_MineLayer_PlacedMines(float detonate)
-{
+{SELFPARAM();
entity mine;
float minfound = 0;
}
bool W_MineLayer(int req)
-{
+{SELFPARAM();
entity mine;
float ammo_amount;
switch(req)
#endif
#ifdef CSQC
bool W_MineLayer(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: