]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
make weapon death messages translatable
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
index b42a4482899571dbf2967c8519855f3478e8b59c..21874b79053a00f3dafe378d763c82931a3edc6e 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
+REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
 #else
 #ifdef SVQC
 .float rl_release;
@@ -27,11 +27,11 @@ void W_Rocket_Explode ()
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
+       RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
 
        if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
        {
-               if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+               if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
                {
                        self.owner.cnt = WEP_ROCKET_LAUNCHER;
                        ATTACK_FINISHED(self.owner) = time;
@@ -48,11 +48,11 @@ void W_Rocket_DoRemoteExplode ()
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
        if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
        {
-               if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+               if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
                {
                        self.owner.cnt = WEP_ROCKET_LAUNCHER;
                        ATTACK_FINISHED(self.owner) = time;
@@ -121,7 +121,7 @@ void W_Rocket_RemoteExplode()
        {
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device
+                       : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
                )
                {
                        W_Rocket_DoRemoteExplode();
@@ -169,9 +169,9 @@ void W_Rocket_Think (void)
 
        // accelerate
        makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-       velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
+       velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
        if (velspeed > 0)
-               self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
+               self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
 
        // laser guided, or remote detonation
        if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
@@ -179,11 +179,11 @@ void W_Rocket_Think (void)
                if(self == self.owner.lastrocket)
                if not(self.owner.rl_release)
                if not(self.BUTTON_ATCK2)
-               if(cvar("g_balance_rocketlauncher_guiderate"))
+               if(autocvar_g_balance_rocketlauncher_guiderate)
                if(time > self.pushltime)
                if(self.owner.deadflag == DEAD_NO)
                {
-                       f = cvar("g_balance_rocketlauncher_guideratedelay");
+                       f = autocvar_g_balance_rocketlauncher_guideratedelay;
                        if(f)
                                f = bound(0, (time - self.pushltime) / f, 1);
                        else
@@ -196,21 +196,10 @@ void W_Rocket_Think (void)
                        desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
                        olddir = normalize(self.velocity);
 
-#if 0
-                       // disabled this code because it doesn't do what I want it to do :P
-                       cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
-                       cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
-                       cosang = desireddir * normalize(self.origin - desiredorigin);
-                       if(cosminang == cosmaxang)
-                               f *= (cosang >= cosminang);
-                       else
-                               f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
-#endif
-
                        // now it gets tricky... we want to move like some curve to approximate the target direction
                        // but we are limiting the rate at which we can turn!
-                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
-                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
+                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
+                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
 
                        self.velocity = newdir * velspeed;
                        self.angles = vectoangles(self.velocity);
@@ -260,26 +249,26 @@ void W_Rocket_Attack (void)
        local entity flash;
 
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
+               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage"));
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
        missile.owner = self;
        self.lastrocket = missile;
-       if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
-               missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+       if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
+               missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
        else
                missile.spawnshieldtime = -1;
-       missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
+       missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
        missile.classname = "rocket";
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+       missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
 
        missile.takedamage = DAMAGE_YES;
-       missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
-       missile.health = cvar("g_balance_rocketlauncher_health");
+       missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
+       missile.health = autocvar_g_balance_rocketlauncher_health;
        missile.event_damage = W_Rocket_Damage;
 
        missile.movetype = MOVETYPE_FLY;
@@ -288,16 +277,16 @@ void W_Rocket_Attack (void)
        setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
        setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
+       W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
        missile.angles = vectoangles (missile.velocity);
 
        missile.touch = W_Rocket_Touch;
        missile.think = W_Rocket_Think;
        missile.nextthink = time;
-       missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
+       missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
        missile.flags = FL_PROJECTILE;
 
-       CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+       CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
 
        // muzzle flash for 1st person view
        flash = spawn ();
@@ -319,16 +308,16 @@ float w_rlauncher(float req)
        if (req == WR_AIM)
        {
                // aim and decide to fire if appropriate
-               self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
+               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
                if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
                {
                        // decide whether to detonate rockets
                        local entity missile, targetlist, targ;
                        local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
                        local float selfdamage, teamdamage, enemydamage;
-                       edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
-                       coredamage = cvar("g_balance_rocketlauncher_damage");
-                       edgeradius = cvar("g_balance_rocketlauncher_radius");
+                       edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
+                       coredamage = autocvar_g_balance_rocketlauncher_damage;
+                       edgeradius = autocvar_g_balance_rocketlauncher_radius;
                        recipricoledgeradius = 1 / edgeradius;
                        selfdamage = 0;
                        teamdamage = 0;
@@ -360,9 +349,9 @@ float w_rlauncher(float req)
                        }
                        local float desirabledamage;
                        desirabledamage = enemydamage;
-                       if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
-                               desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
-                       if (self.team && teamplay != 1)
+                       if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+                       if (teams_matter && self.team)
                                desirabledamage = desirabledamage - teamdamage;
 
                        missile = find(world, classname, "rocket");
@@ -415,11 +404,11 @@ float w_rlauncher(float req)
        {
                if (self.BUTTON_ATCK)
                {
-                       if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
-                       if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
+                       if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+                       if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
                        {
                                W_Rocket_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
                                self.rl_release = 0;
                        }
                }
@@ -460,7 +449,7 @@ float w_rlauncher(float req)
        {
                // don't switch while guiding a missile
                if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-                       && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+                       && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
                        return FALSE;
        }
        else if (req == WR_CHECKAMMO2)
@@ -488,15 +477,15 @@ float w_rlauncher(float req)
                precache_sound("weapons/rocket_impact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s exploded";
+               w_deathtypestring = _("%s exploded");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
-                       w_deathtypestring = "%s got too close to %s's rocket";
+                       w_deathtypestring = _("%s got too close to %s's rocket");
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "%s almost dodged %s's rocket";
+                       w_deathtypestring = _("%s almost dodged %s's rocket");
                else
-                       w_deathtypestring = "%s ate %s's rocket";
+                       w_deathtypestring = _("%s ate %s's rocket");
        }
        return TRUE;
 }