#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
#else
#ifdef SVQC
void W_Mine_Think (void);
weapon_defaultspawnfunc(WEP_MINE_LAYER);
}
-void W_Mine_Stick ()
+void W_Mine_Stick (entity to)
{
spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
setmodel(newmine, "models/mine.md3");
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
+ newmine.oldvelocity = self.velocity;
+
newmine.takedamage = self.takedamage;
newmine.damageforcescale = self.damageforcescale;
newmine.health = self.health;
remove(self);
self = newmine;
+
+ if(to)
+ SetMovetypeFollow(self, to);
}
void W_Mine_Explode ()
if(other.takedamage == DAMAGE_AIM)
if(other.classname == "player")
if(IsDifferentTeam(self.owner, other))
- if(IsFlying(other))
- AnnounceTo(self.owner, "airshot");
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ AnnounceTo(self.owner, "airshot");
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
+ if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
+ self.velocity = self.oldvelocity;
+
RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
if (self.owner.weapon == WEP_MINE_LAYER)
entity head;
self.nextthink = time;
+
+ if(self.movetype == MOVETYPE_FOLLOW)
+ {
+ if(LostMovetypeFollow(self))
+ {
+ UnsetMovetypeFollow(self);
+ self.movetype = MOVETYPE_NONE;
+ }
+ }
// our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
// TODO: replace this mine_trigger.wav sound with a real countdown
void W_Mine_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?
+
PROJECTILE_TOUCH;
- if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
- W_Mine_Stick();
- else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
- self.velocity = '0 0 0';
+
+ if(other && other.classname == "player" && other.deadflag == DEAD_NO)
+ {
+ // hit a player
+ // don't stick
+ }
+ else
+ {
+ W_Mine_Stick(other);
+ }
}
void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
// count potential damage according to type of target
if (targ == self)
selfdamage = selfdamage + d;
- else if (targ.team == self.team && teams_matter)
+ else if (targ.team == self.team && teamplay)
teamdamage = teamdamage + d;
else if (bot_shouldattack(targ))
enemydamage = enemydamage + d;
desirabledamage = enemydamage;
if (time > self.invincible_finished && time > self.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if (teams_matter && self.team)
+ if (teamplay && self.team)
desirabledamage = desirabledamage - teamdamage;
mine = find(world, classname, "mine");