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Port new code to all weapons, part 1
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
3 #else
4 #ifdef SVQC
5 //.float proxytime; = autoswitch
6 //.float tl; = wait
7
8 // weapon load persistence, for weapons that support reloading
9 .float seeker_load;
10
11 void W_Seeker_SetAmmoCounter()
12 {
13         // set clip_load to the weapon we have switched to, if the gun uses reloading
14         if(!autocvar_g_balance_seeker_reload_ammo)
15                 self.clip_load = 0; // also keeps crosshair ammo from displaying
16         else
17         {
18                 self.clip_load = self.seeker_load;
19                 self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display
20         }
21 }
22
23 void W_Seeker_Reload()
24 {
25         self.reload_ammo_player = ammo_fuel;
26         self.reload_ammo_min = min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo);
27         self.reload_ammo_amount = autocvar_g_balance_seeker_reload_ammo;
28         self.reload_time = autocvar_g_balance_seeker_reload_time;
29         self.reload_sound = "weapons/reload.wav";
30
31         W_Reload();
32 }
33
34 void Seeker_Missile_Explode ()
35 {
36         self.event_damage = SUB_Null;
37         RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
38
39         remove (self);
40 }
41
42 void Seeker_Missile_Touch()
43 {
44         PROJECTILE_TOUCH;
45
46         Seeker_Missile_Explode();
47 }
48
49 void Seeker_Missile_Think()
50 {
51         entity e;
52         vector desireddir, olddir, newdir, eorg;
53         float turnrate;
54         float dist;
55         float spd;
56
57         if (time > self.cnt)
58         {
59                 self.projectiledeathtype |= HITTYPE_SPLASH;
60                 Seeker_Missile_Explode();
61         }
62
63         spd = vlen(self.velocity);
64         spd = bound(
65                 spd - autocvar_g_balance_seeker_missile_decel * frametime,
66                 autocvar_g_balance_seeker_missile_speed_max,
67                 spd + autocvar_g_balance_seeker_missile_accel * frametime
68         );
69
70         if (self.enemy != world)
71                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
72                         self.enemy = world;
73
74         if (self.enemy != world)
75         {
76                 e               = self.enemy;
77                 eorg            = 0.5 * (e.absmin + e.absmax);
78                 turnrate        = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
79                 desireddir      = normalize(eorg - self.origin);
80                 olddir          = normalize(self.velocity); // get my current direction
81                 dist            = vlen(eorg - self.origin);
82
83                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
84                 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
85                 {
86                         // Is it a better idea (shorter distance) to trace to the target itself?
87                         if ( vlen(self.origin + olddir * self.wait) < dist)
88                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
89                         else
90                                 traceline(self.origin, eorg, FALSE, self);
91
92                         // Setup adaptive tracelength
93                         self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
94
95                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
96                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
97                 }
98                 
99                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
100                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
101         }
102
103         // Proxy
104         if (autocvar_g_balance_seeker_missile_proxy)
105         {
106                 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
107                 {
108                         if (self.autoswitch == 0)
109                         {
110                                 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
111                         }
112                         else
113                         {
114                                 if (self.autoswitch <= time)
115                                 {
116                                         Seeker_Missile_Explode();
117                                         self.autoswitch = 0;
118                                 }
119                         }
120                 }
121                 else
122                 {
123                         if (self.autoswitch != 0)
124                                 self.autoswitch = 0;
125                 }
126         }
127         ///////////////
128
129         if (self.enemy.deadflag != DEAD_NO)
130         {
131                 self.enemy = world;
132                 self.cnt = time + 1 + (random() * 4);
133                 self.nextthink = self.cnt;
134                 return;
135         }
136
137         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
138         self.nextthink = time;// + 0.05; // csqc projectiles
139         UpdateCSQCProjectile(self);
140 }
141
142
143
144 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
145 {
146         if (self.health <= 0)
147                 return;
148
149         if (self.owner == attacker)
150                 self.health = self.health - (damage * 0.25);
151         else
152                 self.health = self.health - damage;
153                 
154         if (self.health <= 0)
155                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
156 }
157
158 /*
159 void Seeker_Missile_Animate()
160 {
161         self.frame = self.frame +1;
162         self.nextthink = time + 0.05;
163
164         if (self.enemy != world)
165                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
166                         self.enemy = world;
167
168         if(self.frame == 5)
169         {
170                 self.think           = Seeker_Missile_Think;
171                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
172
173                 if (autocvar_g_balance_seeker_missile_proxy)
174                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
175                 else
176                         self.movetype    = MOVETYPE_FLYMISSILE;
177         }
178
179         UpdateCSQCProjectile(self);
180 }
181 */
182
183 void Seeker_Fire_Missile(vector f_diff)
184 {
185         local entity missile;
186
187         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
188         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
189         {
190                 if(autocvar_g_balance_seeker_reload_ammo)
191                 {
192                         self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
193                         self.seeker_load = self.clip_load;
194                 }
195                 else
196                         self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
197         }
198
199         makevectors(self.v_angle);
200         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
201         w_shotorg += f_diff;
202         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
203
204         //self.detornator         = FALSE;
205
206         missile                 = spawn();
207         missile.owner           = self;
208         missile.classname       = "seeker_missile";
209         missile.bot_dodge       = TRUE;
210         missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
211
212         missile.think           = Seeker_Missile_Think;
213         missile.touch           = Seeker_Missile_Touch;
214         missile.event_damage    = Seeker_Missile_Damage;
215         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
216         missile.cnt             = time + autocvar_g_balance_seeker_missile_lifetime;
217         missile.enemy           = self.enemy;
218         missile.solid           = SOLID_BBOX;
219         missile.scale           = 2;
220         missile.takedamage      = DAMAGE_YES;
221         missile.health          = autocvar_g_balance_seeker_missile_health;
222         missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
223         missile.projectiledeathtype = WEP_SEEKER;
224         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
225
226
227         setorigin (missile, w_shotorg);
228         setsize (missile, '-4 -4 -4', '4 4 4');
229         missile.movetype    = MOVETYPE_FLYMISSILE;
230         missile.flags       = FL_PROJECTILE;
231         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
232
233         missile.angles = vectoangles (missile.velocity);
234
235         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
236
237         other = missile; MUTATOR_CALLHOOK(EditProjectile);
238 }
239
240 void Seeker_Vollycontroler_Think()
241 {
242         float c;
243         entity oldself,oldenemy;
244         self.cnt = self.cnt - 1;
245
246         if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER))
247         {
248                 remove(self);
249                 return;
250         }
251
252         self.nextthink = time + autocvar_g_balance_seeker_missile_delay;
253
254         oldself = self;
255         self = self.owner;
256
257         oldenemy = self.enemy;
258         self.enemy = oldself.enemy;
259
260         c = mod(oldself.cnt, 4);
261         switch(c)
262         {
263                 case 0:
264                         Seeker_Fire_Missile('-1.25 -3.75 0');
265                         break;
266                 case 1:
267                         Seeker_Fire_Missile('+1.25 -3.75 0');
268                         break;
269                 case 2:
270                         Seeker_Fire_Missile('-1.25 +3.75 0');
271                         break;
272                 case 3:
273                 default:
274                         Seeker_Fire_Missile('+1.25 +3.75 0');
275                         break;
276         }
277
278         self.enemy = oldenemy;
279         self = oldself;
280 }
281
282 void Seeker_Tag_Explode ()
283 {
284         //if(other==self.owner)
285         //    return;
286         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
287
288         remove (self);
289 }
290
291 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
292 {
293         if (self.health <= 0)
294                 return;
295         self.health = self.health - damage;
296         if (self.health <= 0)
297                 Seeker_Tag_Explode();
298 }
299
300
301 void Seeker_Tag_Touch()
302 {
303         vector dir;
304         vector org2;
305         entity e;
306         
307         dir     = normalize (self.owner.origin - self.origin);
308         org2    = findbetterlocation (self.origin, 8);
309
310         te_knightspike(org2);
311
312         self.event_damage = SUB_Null;
313         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
314
315         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
316         {               
317                 e           = spawn();
318                 e.cnt       = autocvar_g_balance_seeker_missile_count;
319                 e.owner     = self.owner;
320                 e.enemy     = other;
321                 e.think     = Seeker_Vollycontroler_Think;
322                 e.nextthink = time;
323         }
324
325         remove(self);
326         return;
327 }
328
329 void Seeker_Fire_Tag()
330 {
331         local entity missile;
332         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
333         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
334         {
335                 if(autocvar_g_balance_seeker_reload_ammo)
336                 {
337                         self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
338                         self.seeker_load = self.clip_load;
339                 }
340                 else
341                         self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
342         }
343
344         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
345
346         missile                 = spawn();
347         missile.owner           = self;
348         missile.classname       = "seeker_tag";
349         missile.bot_dodge       = TRUE;
350         missile.bot_dodgerating = 50;
351         missile.touch           = Seeker_Tag_Touch;
352         missile.think           = SUB_Remove;
353         missile.nextthink       = time + autocvar_g_balance_seeker_tag_lifetime;
354         missile.movetype        = MOVETYPE_FLY;
355         missile.solid           = SOLID_BBOX;
356         missile.owner           = self;
357
358         missile.takedamage       = DAMAGE_YES;
359         missile.event_damage    = Seeker_Tag_Explode;
360         missile.health          = autocvar_g_balance_seeker_tag_health;
361         missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
362
363         setorigin (missile, w_shotorg);
364         setsize (missile, '-2 -2 -2', '2 2 2');
365
366         missile.flags       = FL_PROJECTILE;
367
368         missile.movetype    = MOVETYPE_FLY;
369         W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
370         missile.angles = vectoangles (missile.velocity);
371
372         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
373
374         other = missile; MUTATOR_CALLHOOK(EditProjectile);
375 }
376
377
378 void Seeker_Flac_Explode ()
379 {
380         self.event_damage = SUB_Null;
381
382         RadiusDamage (self, self.owner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
383
384         remove (self);
385 }
386
387 void Seeker_Flac_Touch()
388 {
389         PROJECTILE_TOUCH;
390
391         Seeker_Flac_Explode();
392 }
393
394 void Seeker_Fire_Flac()
395 {
396         local entity missile;
397         vector f_diff;
398         float c;
399
400         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
401         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
402         {
403                 if(autocvar_g_balance_seeker_reload_ammo)
404                 {
405                         self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
406                         self.seeker_load = self.clip_load;
407                 }
408                 else
409                         self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
410         }
411
412         c = mod(self.bulletcounter, 4);
413         switch(c)
414         {
415                 case 0:
416                         f_diff = '-1.25 -3.75 0';
417                         break;
418                 case 1:
419                         f_diff = '+1.25 -3.75 0';
420                         break;
421                 case 2:
422                         f_diff = '-1.25 +3.75 0';
423                         break;
424                 case 3:
425                 default:
426                         f_diff = '+1.25 +3.75 0';
427                         break;
428         }
429         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage);
430         w_shotorg += f_diff;
431
432         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
433
434         missile                                 = spawn ();
435         missile.owner                   = missile.realowner = self;
436         missile.classname               = "missile";
437         missile.bot_dodge               = TRUE;
438         missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
439         missile.touch                   = Seeker_Flac_Explode;
440         missile.use                     = Seeker_Flac_Explode; 
441         missile.think                   = adaptor_think2use_hittype_splash;
442         missile.nextthink               = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
443         missile.solid                   = SOLID_BBOX;
444         missile.movetype                = MOVETYPE_FLY; 
445         missile.projectiledeathtype = WEP_SEEKER;
446         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
447         missile.flags                           = FL_PROJECTILE;
448         
449         // csqc projectiles
450         //missile.angles                                = vectoangles (missile.velocity);       
451         //missile.scale = 0.4; // BUG: the model is too big 
452         
453         setorigin (missile, w_shotorg);
454         setsize (missile, '-2 -2 -2', '2 2 2');
455                 
456         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
457         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
458
459         other = missile; MUTATOR_CALLHOOK(EditProjectile);
460 }
461
462 void spawnfunc_weapon_seeker (void)
463 {
464         weapon_defaultspawnfunc(WEP_SEEKER);
465 }
466
467 float w_seeker(float req)
468 {
469         float ammo_amount;
470
471         if (req == WR_AIM)
472                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
473
474         else if (req == WR_THINK)
475         {
476                 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
477                         W_Seeker_Reload();
478
479                 else if (self.BUTTON_ATCK)
480                 {
481                         if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
482                         {
483                                 Seeker_Fire_Tag();
484                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
485                         }
486                 }
487
488                 else if (self.BUTTON_ATCK2)
489                 {
490                         if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
491                         {
492                                 Seeker_Fire_Flac();
493                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
494                         }
495                 }
496         }
497         else if (req == WR_PRECACHE)
498         {
499                 precache_model ("models/weapons/g_seeker.md3");
500                 precache_model ("models/weapons/v_seeker.md3");
501                 precache_model ("models/weapons/h_seeker.iqm");
502                 precache_sound ("weapons/tag_fire.wav");
503                 precache_sound ("weapons/flac_fire.wav");
504                 precache_sound ("weapons/seeker_fire.wav");
505                 precache_sound ("weapons/reload.wav");
506         }
507         else if (req == WR_SETUP)
508         {
509                 weapon_setup(WEP_SEEKER);
510                 W_Seeker_SetAmmoCounter();
511         }
512         else if (req == WR_CHECKAMMO1)
513         {
514                 ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo;
515                 ammo_amount += self.seeker_load >= autocvar_g_balance_seeker_missile_ammo;
516                 return ammo_amount;
517         }
518         else if (req == WR_CHECKAMMO2)
519         {
520                 ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo;
521                 ammo_amount += self.seeker_load >= autocvar_g_balance_seeker_flac_ammo;
522                 return ammo_amount;
523         }
524         else if (req == WR_RESETPLAYER)
525         {
526                 // all weapons must be fully loaded when we spawn
527                 self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
528         }
529         else if (req == WR_RELOAD)
530         {
531                 W_Seeker_Reload();
532         }
533         return TRUE;
534 };
535 #endif
536 #ifdef CSQC
537 float w_seeker(float req)
538 {
539         if(req == WR_IMPACTEFFECT)
540         {
541                 vector org2;
542                 org2 = w_org + w_backoff * 6;
543                 if(w_deathtype & HITTYPE_SECONDARY)
544                 {
545                         pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
546                         if(!w_issilent)
547                         {
548                                 if (w_random<0.15)
549                                         sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
550                                 else if (w_random<0.7)
551                                         sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
552                                 else
553                                         sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
554                         }
555                 }
556                 else
557                 {
558                         if(w_deathtype & HITTYPE_BOUNCE)
559                         {
560                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
561                                 if(!w_issilent)
562                                 {
563                                         if (w_random<0.15)
564                                                 sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
565                                         else if (w_random<0.7)
566                                                 sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
567                                         else
568                                                 sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
569                                 }
570                         }
571                         else if(w_deathtype & HITTYPE_HEADSHOT)
572                         {
573                                 if(!w_issilent)
574                                         sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
575                         }
576                         else
577                         {
578                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
579                                 if(!w_issilent)
580                                 {
581                                         if (w_random<0.15)
582                                                 sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
583                                         else if (w_random<0.7)
584                                                 sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
585                                         else
586                                                 sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
587                                 }
588                         }
589                 }
590         }
591         else if(req == WR_PRECACHE)
592         {
593                 precache_sound("weapons/flacexp1.wav");
594                 precache_sound("weapons/flacexp2.wav");
595                 precache_sound("weapons/flacexp3.wav");
596                 precache_sound("weapons/seekerexp1.wav");
597                 precache_sound("weapons/seekerexp2.wav");
598                 precache_sound("weapons/seekerexp3.wav");
599                 precache_sound("weapons/tagexp1.wav");
600                 precache_sound("weapons/tagexp2.wav");
601                 precache_sound("weapons/tagexp3.wav");
602                 precache_sound("weapons/tag_impact.wav");
603         }
604         else if (req == WR_SUICIDEMESSAGE)
605                 w_deathtypestring = _("%s played with tiny rockets");
606         else if (req == WR_KILLMESSAGE)
607         {
608                 if(w_deathtype & HITTYPE_SECONDARY)
609                         w_deathtypestring = _("%s ran into %s's flac");
610                 else
611                         w_deathtypestring = _("%s was tagged by %s");
612         }
613         return TRUE;
614 }
615 #endif
616 #endif