#else
#ifdef SVQC
void W_Mine_Think (void);
-.float minelayer_detonate, minelayer_mines;
+.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
void spawnfunc_weapon_minelayer (void)
self.owner.switchweapon = w_getbestweapon(self.owner);
}
}
+ self.owner.minelayer_mines -= 1;
remove (self);
}
self.owner.switchweapon = w_getbestweapon(self.owner);
}
}
+ self.owner.minelayer_mines -= 1;
remove (self);
}
void W_Mine_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.minelayer_mines == 0)
+ if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
{
entity head;
head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
W_Mine_Explode();
}
+float W_Mine_Count(entity e)
+{
+ float minecount;
+ entity mine;
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
+ minecount += 1;
+
+ return minecount;
+}
+
void W_Mine_Think (void)
{
entity head;
if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
- self.minelayer_mines = 1; // make the mine super aggressive
+ self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
}
// a player's mines shall explode if he disconnects or dies
// scan how many mines we placed, and return if we reached our limit
if(autocvar_g_balance_minelayer_limit)
{
- self.minelayer_mines = 0;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
- self.minelayer_mines += 1;
-
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+
+ if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
{
// the refire delay keeps this message from being spammed
sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
// common properties
other = mine; MUTATOR_CALLHOOK(EditProjectile);
+
+ self.minelayer_mines = W_Mine_Count(self);
}
void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINE_LAYER);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
}
else if (req == WR_RELOAD)
{
- W_Reload(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
+ W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
}
return TRUE;
};