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