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Doh, it CAN be done differently than my ugly list. Use WR checks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 void W_RocketLauncher_SetAmmoCounter()
9 {
10         // set clip_load to the weapon we have switched to, if the gun uses reloading
11         if(!autocvar_g_balance_rocketlauncher_reload_ammo)
12                 self.clip_load = 0; // also keeps crosshair ammo from displaying
13         else
14         {
15                 self.clip_load = self.rocketlauncher_load;
16                 self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
17         }
18 }
19
20 void W_RocketLauncher_ReloadedAndReady()
21 {
22         float t;
23
24         // now do the ammo transfer
25         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26         while(self.clip_load < autocvar_g_balance_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
27         {
28                 self.clip_load += 1;
29                 self.ammo_rockets -= 1;
30         }
31         self.rocketlauncher_load = self.clip_load;
32
33         t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
34         ATTACK_FINISHED(self) = t;
35         w_ready();
36 }
37
38 void W_RocketLauncher_Reload()
39 {
40         // return if reloading is disabled for this weapon
41         if(!autocvar_g_balance_rocketlauncher_reload_ammo)
42                 return;
43
44         if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
45                 return;
46
47         float t;
48
49         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
50
51         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
52         ATTACK_FINISHED(self) = t;
53
54         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
55
56         self.old_clip_load = self.clip_load;
57         self.clip_load = -1;
58 }
59
60 void W_Rocket_Unregister()
61 {
62         if(self.owner && self.owner.lastrocket == self)
63         {
64                 self.owner.lastrocket = world;
65                 // self.owner.rl_release = 1;
66         }
67 }
68
69 void W_Rocket_Explode ()
70 {
71         W_Rocket_Unregister();
72
73         if(other.takedamage == DAMAGE_AIM)
74                 if(other.classname == "player")
75                         if(IsDifferentTeam(self.owner, other))
76                                 if(IsFlying(other))
77                                         AnnounceTo(self.owner, "airshot");
78
79         self.event_damage = SUB_Null;
80         self.takedamage = DAMAGE_NO;
81
82         RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
83
84         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
85         {
86                 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
87                 {
88                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
89                         ATTACK_FINISHED(self.owner) = time;
90                         self.owner.switchweapon = w_getbestweapon(self.owner);
91                 }
92         }
93         remove (self);
94 }
95
96 void W_Rocket_DoRemoteExplode ()
97 {
98         W_Rocket_Unregister();
99
100         self.event_damage = SUB_Null;
101         self.takedamage = DAMAGE_NO;
102
103         RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
104
105         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
106         {
107                 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
108                 {
109                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
110                         ATTACK_FINISHED(self.owner) = time;
111                         self.owner.switchweapon = w_getbestweapon(self.owner);
112                 }
113         }
114         remove (self);
115 }
116
117 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
118 {
119         entity head, selected;
120         vector dir;
121         float dist, maxdist,// bestdist,
122                 dot,// bestdot,
123                 points, bestpoints;
124         //bestdist = 9999;
125         //bestdot = -2;
126         bestpoints = 0;
127         maxdist = 800;
128         selected = world;
129
130         makevectors(e.angles);
131
132         head = find(world, classname, "laser_target");
133         while(head)
134         {
135                 points = 0;
136                 dir = normalize(head.origin - self.origin);
137                 dot = dir * v_forward;
138                 dist = vlen(head.origin - self.origin);
139                 if(dist > maxdist)
140                         dist = maxdist;
141
142                 // gain points for being in front
143                 points = points + ((dot+1)*0.5) * 500
144                         * (1 + crandom()*dot_variance);
145                 // gain points for being close away
146                 points = points + (1 - dist/maxdist) * 1000
147                         * (1 + crandom()*dot_variance);
148
149                 traceline(e.origin, head.origin, TRUE, self);
150                 if(trace_fraction < 1)
151                 {
152                         points = 0;
153                 }
154
155                 if(points > bestpoints)//random() > 0.5)//
156                 {
157                         bestpoints = points;
158                         selected = head;
159                 }
160
161                 head = find(head, classname, "laser_target");
162         }
163
164         //bprint(selected.owner.netname);
165         //bprint("\n");
166         return selected;
167 }
168
169 void W_Rocket_RemoteExplode()
170 {
171         if(self.owner.deadflag == DEAD_NO)
172         if(self.owner.lastrocket)
173         {
174                 if((self.spawnshieldtime >= 0)
175                         ? (time >= self.spawnshieldtime) // timer
176                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
177                 )
178                 {
179                         W_Rocket_DoRemoteExplode();
180                 }
181         }
182 }
183
184 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
185 {
186         if(thisdir * goaldir > maxturn_cos)
187                 return goaldir;
188         float f, m2;
189         vector v;
190         // solve:
191         //   g = normalize(thisdir + goaldir * X)
192         //   thisdir * g = maxturn
193         //
194         //   gg = thisdir + goaldir * X
195         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
196         //
197         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
198         f = thisdir * goaldir;
199         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
200         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
201         m2 = maxturn_cos * maxturn_cos;
202         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
203         return normalize(thisdir + goaldir * v_y); // the larger solution!
204 }
205
206 void W_Rocket_Think (void)
207 {
208         vector desireddir, olddir, newdir, desiredorigin, goal;
209 #if 0
210         float cosminang, cosmaxang, cosang;
211 #endif
212         float velspeed, f;
213         self.nextthink = time;
214         if (time > self.cnt)
215         {
216                 other = world;
217                 self.projectiledeathtype |= HITTYPE_BOUNCE;
218                 W_Rocket_Explode ();
219                 return;
220         }
221
222         // accelerate
223         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
224         velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
225         if (velspeed > 0)
226                 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
227
228         // laser guided, or remote detonation
229         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
230         {
231                 if(self == self.owner.lastrocket)
232                 if not(self.owner.rl_release)
233                 if not(self.BUTTON_ATCK2)
234                 if(autocvar_g_balance_rocketlauncher_guiderate)
235                 if(time > self.pushltime)
236                 if(self.owner.deadflag == DEAD_NO)
237                 {
238                         f = autocvar_g_balance_rocketlauncher_guideratedelay;
239                         if(f)
240                                 f = bound(0, (time - self.pushltime) / f, 1);
241                         else
242                                 f = 1;
243
244                         velspeed = vlen(self.velocity);
245
246                         makevectors(self.owner.v_angle);
247                         desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
248                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
249                         olddir = normalize(self.velocity);
250
251                         // now it gets tricky... we want to move like some curve to approximate the target direction
252                         // but we are limiting the rate at which we can turn!
253                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
254                         newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
255
256                         self.velocity = newdir * velspeed;
257                         self.angles = vectoangles(self.velocity);
258
259                         if(!self.count)
260                         {
261                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
262                                 // TODO add a better sound here
263                                 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
264                                 self.count = 1;
265                         }
266                 }
267
268                 if(self.rl_detonate_later)
269                         W_Rocket_RemoteExplode();
270         }
271
272         if(self.csqcprojectile_clientanimate == 0)
273                 UpdateCSQCProjectile(self);
274 }
275
276 void W_Rocket_Touch (void)
277 {
278         if(WarpZone_Projectile_Touch())
279         {
280                 if(wasfreed(self))
281                         W_Rocket_Unregister();
282                 return;
283         }
284         W_Rocket_Unregister();
285         W_Rocket_Explode ();
286 }
287
288 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
289 {
290         if (self.health <= 0)
291                 return;
292         self.health = self.health - damage;
293         self.angles = vectoangles(self.velocity);
294         if (self.health <= 0)
295                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
296 }
297
298 void W_Rocket_Attack (void)
299 {
300         local entity missile;
301         local entity flash;
302
303         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
304         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
305         {
306                 if(autocvar_g_balance_rocketlauncher_reload_ammo)
307                 {
308                         self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
309                         self.rocketlauncher_load = self.clip_load;
310                 }
311                 else
312                         self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
313         }
314
315         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
316         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
317
318         missile = WarpZone_RefSys_SpawnSameRefSys(self);
319         missile.owner = self;
320         self.lastrocket = missile;
321         if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
322                 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
323         else
324                 missile.spawnshieldtime = -1;
325         missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
326         missile.classname = "rocket";
327         missile.bot_dodge = TRUE;
328         missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
329
330         missile.takedamage = DAMAGE_YES;
331         missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
332         missile.health = autocvar_g_balance_rocketlauncher_health;
333         missile.event_damage = W_Rocket_Damage;
334
335         missile.movetype = MOVETYPE_FLY;
336         PROJECTILE_MAKETRIGGER(missile);
337         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
338         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
339
340         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
341         W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
342         missile.angles = vectoangles (missile.velocity);
343
344         missile.touch = W_Rocket_Touch;
345         missile.think = W_Rocket_Think;
346         missile.nextthink = time;
347         missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
348         missile.flags = FL_PROJECTILE;
349
350         CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
351
352         // muzzle flash for 1st person view
353         flash = spawn ();
354         setmodel (flash, "models/flash.md3"); // precision set below
355         SUB_SetFade (flash, time, 0.1);
356         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
357         W_AttachToShotorg(flash, '5 0 0');
358
359         // common properties
360         other = missile; MUTATOR_CALLHOOK(EditProjectile);
361 }
362
363 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
364
365 float w_rlauncher(float req)
366 {
367         entity rock;
368         float rockfound;
369         if (req == WR_AIM)
370         {
371                 // aim and decide to fire if appropriate
372                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
373                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
374                 {
375                         // decide whether to detonate rockets
376                         local entity missile, targetlist, targ;
377                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
378                         local float selfdamage, teamdamage, enemydamage;
379                         edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
380                         coredamage = autocvar_g_balance_rocketlauncher_damage;
381                         edgeradius = autocvar_g_balance_rocketlauncher_radius;
382                         recipricoledgeradius = 1 / edgeradius;
383                         selfdamage = 0;
384                         teamdamage = 0;
385                         enemydamage = 0;
386                         targetlist = findchainfloat(bot_attack, TRUE);
387                         missile = find(world, classname, "rocket");
388                         while (missile)
389                         {
390                                 if (missile.owner != self)
391                                 {
392                                         missile = find(missile, classname, "rocket");
393                                         continue;
394                                 }
395                                 targ = targetlist;
396                                 while (targ)
397                                 {
398                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
399                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
400                                         // count potential damage according to type of target
401                                         if (targ == self)
402                                                 selfdamage = selfdamage + d;
403                                         else if (targ.team == self.team && teams_matter)
404                                                 teamdamage = teamdamage + d;
405                                         else if (bot_shouldattack(targ))
406                                                 enemydamage = enemydamage + d;
407                                         targ = targ.chain;
408                                 }
409                                 missile = find(missile, classname, "rocket");
410                         }
411                         local float desirabledamage;
412                         desirabledamage = enemydamage;
413                         if (time > self.invincible_finished && time > self.spawnshieldtime)
414                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
415                         if (teams_matter && self.team)
416                                 desirabledamage = desirabledamage - teamdamage;
417
418                         missile = find(world, classname, "rocket");
419                         while (missile)
420                         {
421                                 if (missile.owner != self)
422                                 {
423                                         missile = find(missile, classname, "rocket");
424                                         continue;
425                                 }
426                                 makevectors(missile.v_angle);
427                                 targ = targetlist;
428                                 if (skill > 9) // normal players only do this for the target they are tracking
429                                 {
430                                         targ = targetlist;
431                                         while (targ)
432                                         {
433                                                 if (
434                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
435                                                         && desirabledamage > 0.1*coredamage
436                                                 )self.BUTTON_ATCK2 = TRUE;
437                                                 targ = targ.chain;
438                                         }
439                                 }else{
440                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
441                                         //As the distance gets larger, a correct detonation gets near imposible
442                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
443                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
444                                                 if(self.enemy.classname == "player")
445                                                         if(desirabledamage >= 0.1*coredamage)
446                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
447                                                                         self.BUTTON_ATCK2 = TRUE;
448                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
449                                 }
450
451                                 missile = find(missile, classname, "rocket");
452                         }
453                         // if we would be doing at X percent of the core damage, detonate it
454                         // but don't fire a new shot at the same time!
455                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
456                                 self.BUTTON_ATCK2 = TRUE;
457                         if ((skill > 6.5) && (selfdamage > self.health))
458                                 self.BUTTON_ATCK2 = FALSE;
459                         //if(self.BUTTON_ATCK2 == TRUE)
460                         //      dprint(ftos(desirabledamage),"\n");
461                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
462                 }
463         }
464         else if (req == WR_THINK)
465         {
466                 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
467                         W_RocketLauncher_Reload();
468                 else
469                 {
470                         if (self.BUTTON_ATCK)
471                         {
472                                 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
473                                 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
474                                 {
475                                         W_Rocket_Attack();
476                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
477                                         self.rl_release = 0;
478                                 }
479                         }
480                         else
481                                 self.rl_release = 1;
482
483                         if (self.BUTTON_ATCK2)
484                         {
485                                 rockfound = 0;
486                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
487                                 {
488                                         if(!rock.rl_detonate_later)
489                                         {
490                                                 rock.rl_detonate_later = TRUE;
491                                                 rockfound = 1;
492                                         }
493                                 }
494                                 if(rockfound)
495                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
496                         }
497                 }
498         if(self.wish_reload)
499         {
500             if(self.switchweapon == self.weapon)
501             {
502                 if(self.weaponentity.state == WS_READY)
503                 {
504                     self.wish_reload = 0;
505                     W_RocketLauncher_Reload();
506                 }
507             }
508         }
509         }
510         else if (req == WR_PRECACHE)
511         {
512                 precache_model ("models/flash.md3");
513                 precache_model ("models/weapons/g_rl.md3");
514                 precache_model ("models/weapons/v_rl.md3");
515                 precache_model ("models/weapons/h_rl.iqm");
516                 precache_sound ("weapons/rocket_det.wav");
517                 precache_sound ("weapons/rocket_fire.wav");
518                 precache_sound ("weapons/rocket_mode.wav");
519                 precache_sound ("weapons/reload.wav");
520         }
521         else if (req == WR_SETUP)
522         {
523                 weapon_setup(WEP_ROCKET_LAUNCHER);
524                 W_RocketLauncher_SetAmmoCounter();
525                 self.rl_release = 1;
526         }
527         else if (req == WR_CHECKAMMO1)
528         {
529                 if(autocvar_g_balance_rocketlauncher_reload_ammo)
530                 {
531                         // don't switch while guiding a missile
532                         if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
533                                 && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
534                                 return FALSE;
535                 }
536                 else
537                 {
538                         // don't switch while guiding a missile
539                         if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
540                                 && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
541                                 return FALSE;
542                 }
543         }
544         else if (req == WR_CHECKAMMO2)
545                 return FALSE;
546         else if (req == WR_RESETPLAYER)
547         {
548                 self.rl_release = 0;
549         }
550         else if (req == WR_RELOAD)
551         {
552                 W_RocketLauncher_Reload();
553         }
554         else if (req == WR_SWITCHABLE)
555         {
556                 // checks if this weapon can be switched to, when reloading is enabled
557                 // returns true if there's either enough load in the weapon to use it,
558                 // or we have enough ammo to reload the weapon to a usable point
559                 float ammo_amount;
560                 ammo_amount = autocvar_g_balance_rocketlauncher_ammo;
561                 return self.rocketlauncher_load >= ammo_amount || self.ammo_rockets >= ammo_amount;
562         }
563         return TRUE;
564 };
565 #endif
566 #ifdef CSQC
567 float w_rlauncher(float req)
568 {
569         if(req == WR_IMPACTEFFECT)
570         {
571                 vector org2;
572                 org2 = w_org + w_backoff * 12;
573                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
574                 if(!w_issilent)
575                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
576         }
577         else if(req == WR_PRECACHE)
578         {
579                 precache_sound("weapons/rocket_impact.wav");
580         }
581         else if (req == WR_SUICIDEMESSAGE)
582                 w_deathtypestring = "%s exploded";
583         else if (req == WR_KILLMESSAGE)
584         {
585                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
586                         w_deathtypestring = "%s got too close to %s's rocket";
587                 else if(w_deathtype & HITTYPE_SPLASH)
588                         w_deathtypestring = "%s almost dodged %s's rocket";
589                 else
590                         w_deathtypestring = "%s ate %s's rocket";
591         }
592         return TRUE;
593 }
594 #endif
595 #endif