X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_crylink.qc;h=ef8dd8d163b85ec8ac4ca02a921f8352deb119c5;hb=57c2420916f58ef57b78062b070c3645b1872695;hp=092cb10e49b389c7a5ffa0610b7904ac8d19bbb6;hpb=26c8963b7747f4c53fc541df0dd71b7024d1d496;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index 092cb10e4..ef8dd8d16 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -1,5 +1,5 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink"); +REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink")); #else #ifdef SVQC .float gravity; @@ -16,6 +16,8 @@ void W_Crylink_CheckLinks(entity e) if(e == world) error("W_Crylink_CheckLinks: entity is world"); + if(e.classname != "spike") + error("W_Crylink_CheckLinks: entity is not a spike"); p = e; for(i = 0; i < 1000; ++i) @@ -32,10 +34,13 @@ void W_Crylink_CheckLinks(entity e) void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next) { + W_Crylink_CheckLinks(next); if(me == own.crylink_lastgroup) own.crylink_lastgroup = ((me == next) ? world : next); prev.queuenext = next; next.queueprev = prev; + if(me != next) + W_Crylink_CheckLinks(next); } void W_Crylink_Dequeue(entity e) @@ -52,7 +57,10 @@ void W_Crylink_LinkExplode (entity e, entity e2) if(e == e.realowner.crylink_lastgroup) e.realowner.crylink_lastgroup = world; - RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other); + if(e.projectiledeathtype & HITTYPE_SECONDARY) + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other); + else + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); if(e.queuenext != e2) W_Crylink_LinkExplode(e.queuenext, e2); @@ -151,6 +159,8 @@ vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime) // p->velocity -> HUEG away from center } + W_Crylink_CheckLinks(e); + return targ_origin; } @@ -174,30 +184,30 @@ void W_Crylink_LinkJoinEffect_Think() { if(e.projectiledeathtype & HITTYPE_SECONDARY) { - if(cvar("g_balance_crylink_secondary_joinexplode")) + if(autocvar_g_balance_crylink_secondary_joinexplode) { - n = n / cvar("g_balance_crylink_secondary_shots"); - RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n, - cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n, - cvar("g_balance_crylink_secondary_joinexplode_radius") * n, e.realowner, - cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other); + n = n / autocvar_g_balance_crylink_secondary_shots; + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n, + autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n, + autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner, + autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other); pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); - } + } } else { - if(cvar("g_balance_crylink_primary_joinexplode")) + if(autocvar_g_balance_crylink_primary_joinexplode) { - n = n / cvar("g_balance_crylink_primary_shots"); - RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n, - cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n, - cvar("g_balance_crylink_primary_joinexplode_radius") * n, e.realowner, - cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other); + n = n / autocvar_g_balance_crylink_primary_shots; + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n, + autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n, + autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner, + autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other); pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); - } - } + } + } } } remove(self); @@ -228,10 +238,10 @@ void W_Crylink_Touch (void) if(finalhit) f = 1; else - f = cvar("g_balance_crylink_primary_bouncedamagefactor"); + f = autocvar_g_balance_crylink_primary_bouncedamagefactor; if(a) f *= a; - if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_primary_linkexplode")) + if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; @@ -272,16 +282,16 @@ void W_Crylink_Touch2 (void) } float a; - a = 1 - (time - self.fade_time) * self.fade_rate; + a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else - f = cvar("g_balance_crylink_secondary_bouncedamagefactor"); + f = autocvar_g_balance_crylink_secondary_bouncedamagefactor; if(a) f *= a; - if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_secondary_linkexplode")) + if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; @@ -319,20 +329,19 @@ void W_Crylink_Attack (void) vector forward, right, up; float maxdmg; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo"); + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo); - maxdmg = cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots"); - maxdmg *= 1 + cvar("g_balance_crylink_primary_bouncedamagefactor") * cvar("g_balance_crylink_primary_bounces"); - if(cvar("g_balance_crylink_primary_joinexplode")) - maxdmg += cvar("g_balance_crylink_primary_joinexplode_damage"); + maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots; + maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces; + if(autocvar_g_balance_crylink_primary_joinexplode) + maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage; W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg); forward = v_forward; right = v_right; up = v_up; - shots = cvar("g_balance_crylink_primary_shots"); + shots = autocvar_g_balance_crylink_primary_shots; pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = world; while (counter < shots) @@ -341,7 +350,7 @@ void W_Crylink_Attack (void) proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; - proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage"); + proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage; if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; @@ -380,24 +389,25 @@ void W_Crylink_Attack (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor; - W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0, FALSE); + s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor; + W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE); proj.touch = W_Crylink_Touch; proj.think = W_Crylink_Fadethink; if(counter == 0) { - proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime"); - proj.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime"); - proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime"); + proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime; + proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime; + proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime; } else { - proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime"); - proj.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime"); - proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime"); + proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime; + proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime; + proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime; } - proj.cnt = cvar("g_balance_crylink_primary_bounces"); + proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay; + proj.cnt = autocvar_g_balance_crylink_primary_bounces; //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); @@ -413,6 +423,7 @@ void W_Crylink_Attack (void) counter = counter + 1; } self.crylink_lastgroup = proj; + W_Crylink_CheckLinks(proj); } void W_Crylink_Attack2 (void) @@ -421,17 +432,16 @@ void W_Crylink_Attack2 (void) local entity proj, prevproj, firstproj; float maxdmg; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo"); + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo); - maxdmg = cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots"); - maxdmg *= 1 + cvar("g_balance_crylink_secondary_bouncedamagefactor") * cvar("g_balance_crylink_secondary_bounces"); - if(cvar("g_balance_crylink_secondary_joinexplode")) - maxdmg += cvar("g_balance_crylink_secondary_joinexplode_damage"); + maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots; + maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces; + if(autocvar_g_balance_crylink_secondary_joinexplode) + maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage; W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg); - shots = cvar("g_balance_crylink_secondary_shots"); + shots = autocvar_g_balance_crylink_secondary_shots; pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = world; while (counter < shots) @@ -440,7 +450,7 @@ void W_Crylink_Attack2 (void) proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; - proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage"); + proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage; if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; @@ -469,22 +479,23 @@ void W_Crylink_Attack2 (void) setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); - W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0, FALSE); + W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE); proj.touch = W_Crylink_Touch2; proj.think = W_Crylink_Fadethink; if(counter == (shots - 1) / 2) { - proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime"); - proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime"); - proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime"); + proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime; + proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime; + proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime; } else { - proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime"); - proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime"); - proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime"); + proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime; + proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime; + proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime; } - proj.cnt = cvar("g_balance_crylink_secondary_bounces"); + proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay; + proj.cnt = autocvar_g_balance_crylink_secondary_bounces; //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); @@ -509,69 +520,70 @@ void spawnfunc_weapon_crylink (void) float w_crylink(float req) { + float ammo_amount; if (req == WR_AIM) { - if (random() > 0.15) - self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE); + if (random() < 0.10) + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE); else - self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE); + self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE); } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload + weapon_action(self.weapon, WR_RELOAD); + else if (self.BUTTON_ATCK) { if (!self.crylink_waitrelease) - if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire"))) + if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire)) { W_Crylink_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready); - if(cvar("g_balance_crylink_primary_joinspread") != 0 || cvar("g_balance_crylink_primary_jointime") != 0) + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready); + if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0) self.crylink_waitrelease = 1; } } - else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary")) + else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary) { if (!self.crylink_waitrelease) - if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire"))) + if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire)) { W_Crylink_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready); - if(cvar("g_balance_crylink_secondary_joinspread") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0) + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready); + if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0) self.crylink_waitrelease = 2; } } else { - if (self.crylink_waitrelease) + if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)) { // fired and released now! if(self.crylink_lastgroup) { vector pos; entity linkjoineffect; - - + if(self.crylink_waitrelease == 1) { - pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspread") * cvar("g_balance_crylink_primary_speed"), cvar("g_balance_crylink_primary_jointime")); - + pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime); + } else { - pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspread") * cvar("g_balance_crylink_secondary_speed"), cvar("g_balance_crylink_secondary_jointime")); + pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime); } - + linkjoineffect = spawn(); linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; - linkjoineffect.classname = "linkjoineffect"; + linkjoineffect.classname = "linkjoineffect"; linkjoineffect.nextthink = time + w_crylink_linkjoin_time; linkjoineffect.owner = self; setorigin(linkjoineffect, pos); - - } self.crylink_waitrelease = 0; if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { // ran out of ammo! self.cnt = WEP_CRYLINK; @@ -588,22 +600,36 @@ float w_crylink(float req) precache_sound ("weapons/crylink_fire.wav"); precache_sound ("weapons/crylink_fire2.wav"); precache_sound ("weapons/crylink_linkjoin.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) + { weapon_setup(WEP_CRYLINK); + self.current_ammo = ammo_cells; + } else if (req == WR_CHECKAMMO1) { // don't "run out of ammo" and switch weapons while waiting for release if(self.crylink_lastgroup && self.crylink_waitrelease) return TRUE; - return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo"); + + ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo; + ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { // don't "run out of ammo" and switch weapons while waiting for release if(self.crylink_lastgroup && self.crylink_waitrelease) return TRUE; - return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo"); + + ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo; + ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo; + return ammo_amount; + } + else if (req == WR_RELOAD) + { + W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -635,16 +661,16 @@ float w_crylink(float req) } else if (req == WR_SUICIDEMESSAGE) { - w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink"; + w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) - w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be) + w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be) else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY + w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY else - w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY + w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY } return TRUE; }