X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_electro.qc;h=6fb410019ebaae7e8977e9602ddc6abb95b2aac4;hb=223ada6accb3798fe61a8a7168213582f02a3415;hp=e7716feaf252051d90e0f9cc9c53d0256e071708;hpb=9d567c5701a3a4575a3388c71482906baf2e4ce3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_electro.qc b/qcsrc/server/w_electro.qc index e7716feaf..6fb410019 100644 --- a/qcsrc/server/w_electro.qc +++ b/qcsrc/server/w_electro.qc @@ -1,5 +1,5 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro"); +REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro")); #else #ifdef SVQC .float electro_count; @@ -20,7 +20,7 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own) e.takedamage = DAMAGE_NO; e.classname = "plasma_chain"; e.think = W_Plasma_Explode_Combo; - e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler + e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler } e = e.chain; } @@ -39,12 +39,12 @@ void W_Plasma_Explode (void) self.takedamage = DAMAGE_NO; if (self.movetype == MOVETYPE_BOUNCE) { - RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other); } else { - W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner); - RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other); + W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner); + RadiusDamage (self, self.owner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other); } remove (self); @@ -52,17 +52,17 @@ void W_Plasma_Explode (void) void W_Plasma_Explode_Combo (void) { - W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner); + W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner); self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce + RadiusDamage (self, self.owner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce remove (self); } void W_Plasma_Touch (void) { //self.velocity = self.velocity * 0.1; - + PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM) { W_Plasma_Explode (); @@ -95,7 +95,7 @@ void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float dea self.owner = inflictor.owner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; - self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler + self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones) } else @@ -110,7 +110,9 @@ void W_Electro_Attack() { local entity proj; - W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, cvar("g_balance_electro_primary_damage")); + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo); + + W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -118,16 +120,14 @@ void W_Electro_Attack() proj.classname = "plasma_prim"; proj.owner = self; proj.bot_dodge = TRUE; - proj.bot_dodgerating = cvar("g_balance_electro_primary_damage"); + proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; - proj.nextthink = time + cvar("g_balance_electro_primary_lifetime"); + proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO; setorigin(proj, w_shotorg); - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo"); proj.movetype = MOVETYPE_FLY; W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary); proj.angles = vectoangles(proj.velocity); @@ -147,7 +147,9 @@ void W_Electro_Attack2() { local entity proj; - W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, cvar("g_balance_electro_secondary_damage")); + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo); + + W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please @@ -159,14 +161,12 @@ void W_Electro_Attack2() proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.bot_dodge = TRUE; - proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage"); - proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime"); + proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage; + proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY; setorigin(proj, w_shotorg); - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo"); //proj.glow_size = 50; //proj.glow_color = 45; proj.movetype = MOVETYPE_BOUNCE; @@ -174,14 +174,14 @@ void W_Electro_Attack2() proj.touch = W_Plasma_Touch; setsize(proj, '0 0 -4', '0 0 -4'); proj.takedamage = DAMAGE_YES; - proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale"); - proj.health = cvar("g_balance_electro_secondary_health"); + proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale; + proj.health = autocvar_g_balance_electro_secondary_health; proj.event_damage = W_Plasma_Damage; proj.flags = FL_PROJECTILE; - - proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor"); - proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop"); - + + proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor; + proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop; + #if 0 entity p2; p2 = spawn(); @@ -193,7 +193,7 @@ void W_Electro_Attack2() CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound other = proj; MUTATOR_CALLHOOK(EditProjectile); - } +} .vector hook_start, hook_end; float lgbeam_send(entity to, float sf) @@ -206,7 +206,7 @@ float lgbeam_send(entity to, float sf) if(sf & 1) { WriteByte(MSG_ENTITY, num_for_edict(self.owner)); - WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range")); + WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range); } if(sf & 2) { @@ -224,53 +224,78 @@ float lgbeam_send(entity to, float sf) } .entity lgbeam; .float prevlgfire; +float lgbeam_checkammo() +{ + if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) + return TRUE; + else if(autocvar_g_balance_electro_reload_ammo) + return self.owner.clip_load > 0; + else + return self.owner.ammo_cells > 0; +} + void lgbeam_think() { - self.owner.prevlgfire = time; - if (self != self.owner.lgbeam) + entity owner_player; + owner_player = self.owner; + + owner_player.prevlgfire = time; + if (self != owner_player.lgbeam) { remove(self); return; } - if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen)) + + if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen) { - if(self == self.owner.lgbeam) - self.owner.lgbeam = world; + if(self == owner_player.lgbeam) + owner_player.lgbeam = world; remove(self); return; } self.nextthink = time; - makevectors(self.owner.v_angle); + makevectors(owner_player.v_angle); float dt, f; dt = frametime; - if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) + + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO) { - if(cvar("g_balance_electro_primary_ammo")) + if(autocvar_g_balance_electro_primary_ammo) { - dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo")); - self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime); + if(autocvar_g_balance_electro_reload_ammo) + { + dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo); + owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime); + owner_player.weapon_load[WEP_ELECTRO] = owner_player.clip_load; + } + else + { + dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo); + owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime); + } } } - W_SetupShot_Range(self.owner, TRUE, 0, "", 0, cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range")); - WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner)); + W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range); + WarpZone_traceline_antilag(owner_player, w_shotorg, w_shotend, MOVE_NORMAL, owner_player, ANTILAG_LATENCY(owner_player)); // apply the damage if(trace_ent) { vector force; - force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up"); + force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up; - f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_primary_falloff_halflifedist"), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg)); + f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg)); - if(accuracy_isgooddamage(self.owner, trace_ent)) - accuracy_add(self.owner, WEP_ELECTRO, 0, cvar("g_balance_electro_primary_damage") * dt * f); - Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt); + if(accuracy_isgooddamage(owner_player, trace_ent)) + accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f); + Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt); } - W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner); + W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player); // draw effect if(w_shotorg != self.hook_start) @@ -295,13 +320,14 @@ void W_Electro_Attack3 (void) entity beam, oldself; self.lgbeam = beam = spawn(); + beam.classname = "lgbeam"; beam.solid = SOLID_NOT; beam.think = lgbeam_think; beam.owner = self; beam.movetype = MOVETYPE_NONE; beam.shot_spread = 0; beam.bot_dodge = TRUE; - beam.bot_dodgerating = cvar("g_balance_electro_primary_damage"); + beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage; Net_LinkEntity(beam, FALSE, 0, lgbeam_send); oldself = self; @@ -332,7 +358,7 @@ void w_electro_checkattack() { W_Electro_Attack2(); self.electro_count -= 1; - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack); return; } @@ -343,6 +369,7 @@ void w_electro_checkattack() .float BUTTON_ATCK_prev; float w_electro(float req) { + float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK=FALSE; @@ -351,7 +378,14 @@ float w_electro(float req) self.bot_secondary_electromooth = 0; if(self.bot_secondary_electromooth == 0) { - if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE)) + float shoot; + + if(autocvar_g_balance_electro_primary_speed) + shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE); + else + shoot = bot_aim(1000000, 0, 0.001, FALSE); + + if(shoot) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_electromooth = 1; @@ -359,7 +393,7 @@ float w_electro(float req) } else { - if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE)) + if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.03) self.bot_secondary_electromooth = 0; @@ -368,43 +402,77 @@ float w_electro(float req) } else if (req == WR_THINK) { + if(autocvar_g_balance_electro_reload_ammo) // forced reload + { + if(autocvar_g_balance_electro_lightning) + { + if(self.clip_load > 0) + ammo_amount = 1; + } + else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo) + ammo_amount = 1; + if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo) + ammo_amount += 1; + + if(!ammo_amount) + { + weapon_action(self.weapon, WR_RELOAD); + return FALSE; + } + } if (self.BUTTON_ATCK) { - if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire")))) + if(autocvar_g_balance_electro_lightning) + if(self.BUTTON_ATCK_prev) + { + // prolong the animtime while the gun is being fired + if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y) + weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready); + else + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); + } + if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire))) { - if(cvar("g_balance_electro_lightning")) + if(autocvar_g_balance_electro_lightning) { if ((!self.lgbeam) || wasfreed(self.lgbeam)) { W_Electro_Attack3(); } - self.BUTTON_ATCK_prev = 1; + if(!self.BUTTON_ATCK_prev) + { + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); + self.BUTTON_ATCK_prev = 1; + } } else { W_Electro_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); } - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready); } } else { - if(cvar("g_balance_electro_lightning")) + if(autocvar_g_balance_electro_lightning) { if (self.BUTTON_ATCK_prev != 0) { - ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); + ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor(); } self.BUTTON_ATCK_prev = 0; } - } - if (self.BUTTON_ATCK2) - if (time >= self.electro_secondarytime) - if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire"))) - { - W_Electro_Attack2(); - self.electro_count = cvar("g_balance_electro_secondary_count"); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack); - self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2"); + if (self.BUTTON_ATCK2) + { + if (time >= self.electro_secondarytime) + if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire)) + { + W_Electro_Attack2(); + self.electro_count = autocvar_g_balance_electro_secondary_count; + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack); + self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor(); + } + } } } else if (req == WR_PRECACHE) @@ -417,26 +485,47 @@ float w_electro(float req) precache_sound ("weapons/electro_fire2.wav"); precache_sound ("weapons/electro_impact.wav"); precache_sound ("weapons/electro_impact_combo.wav"); - if(cvar("g_balance_electro_lightning")) + precache_sound ("weapons/reload.wav"); + if(autocvar_g_balance_electro_lightning) { precache_sound ("weapons/lgbeam_fire.wav"); } } else if (req == WR_SETUP) + { weapon_setup(WEP_ELECTRO); + } else if (req == WR_CHECKAMMO1) { - if(cvar("g_balance_electro_lightning")) - return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0); + if(autocvar_g_balance_electro_lightning) + { + if(!autocvar_g_balance_electro_primary_ammo) + ammo_amount = 1; + else + ammo_amount = self.ammo_cells > 0; + ammo_amount += self.weapon_load[WEP_ELECTRO] > 0; + } else - return self.ammo_cells >= cvar("g_balance_electro_primary_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo; + ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_primary_ammo; + } + return ammo_amount; } else if (req == WR_CHECKAMMO2) - return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo; + ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_secondary_ammo; + return ammo_amount; + } else if (req == WR_RESETPLAYER) { self.electro_secondarytime = time; } + else if (req == WR_RELOAD) + { + W_Reload(ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav"); + } return TRUE; }; #endif @@ -478,27 +567,27 @@ float w_electro(float req) else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s could not remember where they put plasma"; + w_deathtypestring = _("%s could not remember where they put plasma"); else - w_deathtypestring = "%s played with plasma"; + w_deathtypestring = _("%s played with plasma"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE - w_deathtypestring = "%s just noticed %s's blue ball"; + w_deathtypestring = _("%s just noticed %s's blue ball"); else // unchecked: BOUNCE - w_deathtypestring = "%s got in touch with %s's blue ball"; + w_deathtypestring = _("%s got in touch with %s's blue ball"); } else { if(w_deathtype & HITTYPE_BOUNCE) // combo - w_deathtypestring = "%s felt the electrifying air of %s's combo"; + w_deathtypestring = _("%s felt the electrifying air of %s's combo"); else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "%s got too close to %s's blue beam"; + w_deathtypestring = _("%s got too close to %s's blue beam"); else - w_deathtypestring = "%s was blasted by %s's blue beam"; + w_deathtypestring = _("%s was blasted by %s's blue beam"); } } return TRUE;