case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
self.move_bounce_factor = g_balance_grenadelauncher_secondary_bouncefactor;
self.move_bounce_stopspeed = g_balance_grenadelauncher_secondary_bouncestop;
break;
+ case PROJECTILE_MINE:
+ self.mins = '-6 -6 -6';
+ self.maxs = '6 6 6';
+ break;
case PROJECTILE_PORTO_RED:
self.colormod = '2 1 1';
self.alphamod = 0.5;
precache_model("models/ebomb.mdl");
precache_model("models/elaser.mdl");
precache_model("models/grenademodel.md3");
+ precache_model("models/mine.md3");
precache_model("models/hagarmissile.mdl");
precache_model("models/hlac_bullet.md3");
precache_model("models/laser.mdl");
float PROJECTILE_ELECTRO_BEAM = 6;
float PROJECTILE_GRENADE = 7;
float PROJECTILE_GRENADE_BOUNCING = 8;
-float PROJECTILE_LASER = 9;
-float PROJECTILE_HLAC = 10;
-float PROJECTILE_SEEKER = 11;
-float PROJECTILE_FLAC = 12;
-float PROJECTILE_PORTO_RED = 13;
-float PROJECTILE_PORTO_BLUE = 14;
-float PROJECTILE_HOOKBOMB = 15;
-float PROJECTILE_HAGAR = 16;
-float PROJECTILE_HAGAR_BOUNCING = 17;
-float PROJECTILE_BULLET_GLOWING = 18;
-float PROJECTILE_CRYLINK_BOUNCING = 19;
-float PROJECTILE_FIREBALL = 20;
-float PROJECTILE_FIREMINE = 21;
-float PROJECTILE_BULLET_GLOWING_TRACER = 22;
+float PROJECTILE_MINE = 9;
+float PROJECTILE_LASER = 10;
+float PROJECTILE_HLAC = 11;
+float PROJECTILE_SEEKER = 12;
+float PROJECTILE_FLAC = 13;
+float PROJECTILE_PORTO_RED = 14;
+float PROJECTILE_PORTO_BLUE = 15;
+float PROJECTILE_HOOKBOMB = 16;
+float PROJECTILE_HAGAR = 17;
+float PROJECTILE_HAGAR_BOUNCING = 18;
+float PROJECTILE_BULLET_GLOWING = 19;
+float PROJECTILE_CRYLINK_BOUNCING = 20;
+float PROJECTILE_FIREBALL = 21;
+float PROJECTILE_FIREMINE = 22;
+float PROJECTILE_BULLET_GLOWING_TRACER = 23;
float SPECIES_HUMAN = 0;
float SPECIES_ROBOT_SOLID = 1;
void W_Mine_Touch (void)
{
PROJECTILE_TOUCH;
- self.movetype = MOVETYPE_NONE; // locked in place.
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+ self.movetype = MOVETYPE_NONE; // lock the mine in place
// TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a team mate (doesn't explode) and the team mate leaves
}
mine.cnt = time + cvar("g_balance_minelayer_lifetime");
mine.flags = FL_PROJECTILE;
- CSQCProjectile(mine, FALSE, PROJECTILE_ROCKET, FALSE);
+ CSQCProjectile(mine, FALSE, PROJECTILE_MINE, FALSE);
// muzzle flash for 1st person view
flash = spawn ();