]> 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 f12c2fab1e6927afde0426ab1ca19c3288b4f280..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;
@@ -27,18 +27,16 @@ 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;
                        self.owner.switchweapon = w_getbestweapon(self.owner);
                }
-               if(g_laserguided_missile)
-                       ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
        }
        remove (self);
 }
@@ -50,18 +48,16 @@ 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;
                        self.owner.switchweapon = w_getbestweapon(self.owner);
                }
-               if(g_laserguided_missile)
-                       ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
        }
        remove (self);
 }
@@ -125,7 +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_radius")) // safety device
+                       : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
                )
                {
                        W_Rocket_DoRemoteExplode();
@@ -157,12 +153,11 @@ vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
 
 void W_Rocket_Think (void)
 {
-       entity e;
        vector desireddir, olddir, newdir, desiredorigin, goal;
 #if 0
        float cosminang, cosmaxang, cosang;
 #endif
-       float turnrate, velspeed, f;
+       float velspeed, f;
        self.nextthink = time;
        if (time > self.cnt)
        {
@@ -172,117 +167,54 @@ void W_Rocket_Think (void)
                return;
        }
 
-       if(g_laserguided_missile)
-       {
-               // accelerate
-               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-               velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
-               if (velspeed > 0)
-                       self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
-       }
-       else
-       {
-               // 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);
-               if (velspeed > 0)
-                       self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
-       }
+       // accelerate
+       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+       velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
+       if (velspeed > 0)
+               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)
        {
-               if(g_laserguided_missile)
-               {
-                       if(self.rl_detonate_later)
-                               W_Rocket_RemoteExplode();
-
-                       if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
-                       {
-                               if(self.owner.laser_on)
-                               {
-                                       if(self.attack_finished_single < time)
-                                       {
-                                               self.attack_finished_single = time + 0.2 + random()*0.3;
-                                               self.enemy = FindLaserTarget(self, 0.7, 0.7);
-                                       }
-
-                                       if(!self.enemy)
-                                               self.enemy = self.owner.weaponentity.lasertarget;
-                               }
-                               else self.enemy = world;
-                       }
-                       else // don't allow stealing: always target my owner's laser (if it exists)
-                               self.enemy = self.owner.weaponentity.lasertarget;
-
-                       if(self.enemy != world)
-                       {
-                               //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
-                               velspeed = vlen(self.velocity);
-                               e = self.enemy;//self.owner.weaponentity.lasertarget;
-                               turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
-                               desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
-                               olddir = normalize(self.velocity);                                      // get my current direction
-                               newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
-                               self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
-                               self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
-
-                               ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
-                       }
-               }
-               else
+               if(self == self.owner.lastrocket)
+               if not(self.owner.rl_release)
+               if not(self.BUTTON_ATCK2)
+               if(autocvar_g_balance_rocketlauncher_guiderate)
+               if(time > self.pushltime)
+               if(self.owner.deadflag == DEAD_NO)
                {
-                       if(self == self.owner.lastrocket)
-                       if not(self.owner.rl_release)
-                       if not(self.BUTTON_ATCK2)
-                       if(cvar("g_balance_rocketlauncher_guiderate"))
-                       if(time > self.pushltime)
-                       if(self.owner.deadflag == DEAD_NO)
-                       {
-                               f = cvar("g_balance_rocketlauncher_guideratedelay");
-                               if(f)
-                                       f = bound(0, (time - self.pushltime) / f, 1);
-                               else
-                                       f = 1;
-
-                               velspeed = vlen(self.velocity);
+                       f = autocvar_g_balance_rocketlauncher_guideratedelay;
+                       if(f)
+                               f = bound(0, (time - self.pushltime) / f, 1);
+                       else
+                               f = 1;
 
-                               makevectors(self.owner.v_angle);
-                               desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
-                               desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
-                               olddir = normalize(self.velocity);
+                       velspeed = vlen(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
+                       makevectors(self.owner.v_angle);
+                       desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
+                       desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
+                       olddir = normalize(self.velocity);
 
-                               // 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));
+                       // 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 + 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);
+                       self.velocity = newdir * velspeed;
+                       self.angles = vectoangles(self.velocity);
 
-                               if(!self.count)
-                               {
-                                       pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
-                                       // TODO add a better sound here
-                                       sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
-                                       self.count = 1;
-                               }
+                       if(!self.count)
+                       {
+                               pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
+                               // TODO add a better sound here
+                               sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               self.count = 1;
                        }
-
-                       if(self.rl_detonate_later)
-                               W_Rocket_RemoteExplode();
                }
+
+               if(self.rl_detonate_later)
+                       W_Rocket_RemoteExplode();
        }
 
        if(self.csqcprojectile_clientanimate == 0)
@@ -291,9 +223,13 @@ void W_Rocket_Think (void)
 
 void W_Rocket_Touch (void)
 {
+       if(WarpZone_Projectile_Touch())
+       {
+               if(wasfreed(self))
+                       W_Rocket_Unregister();
+               return;
+       }
        W_Rocket_Unregister();
-
-       PROJECTILE_TOUCH;
        W_Rocket_Explode ();
 }
 
@@ -313,26 +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", 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;
@@ -341,19 +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
-       if(g_laserguided_missile && self.laser_on)
-               W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
-       else
-               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 && !g_laserguided_missile, 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 ();
@@ -363,6 +296,7 @@ void W_Rocket_Attack (void)
        W_AttachToShotorg(flash, '5 0 0');
 
        // common properties
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
@@ -374,16 +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;
@@ -415,9 +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");
@@ -468,71 +402,32 @@ float w_rlauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if(g_laserguided_missile)
+               if (self.BUTTON_ATCK)
                {
-                       if (self.BUTTON_ATCK && self.rl_release)
+                       if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+                       if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
                        {
-                               rockfound = 0;
-                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
-                               {
-                                       if(!rock.rl_detonate_later)
-                                       {
-                                               rock.rl_detonate_later = TRUE;
-                                               rockfound = 1;
-                                       }
-                               }
-                               if(rockfound)
-                                       sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
-                               else
-                               {
-                                       if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
-                                       {
-                                               W_Rocket_Attack();
-                                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
-                                       }
-                               }
+                               W_Rocket_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
                                self.rl_release = 0;
                        }
-                       if (!self.BUTTON_ATCK)
-                               self.rl_release = 1;
-                       if (self.BUTTON_ATCK2)
-                       if(self.exteriorweaponentity.attack_finished_single < time)
-                       {
-                               self.exteriorweaponentity.attack_finished_single = time + 0.4;
-                               self.laser_on = !self.laser_on;
-                               // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
-                               sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
-                       }
                }
                else
-               {
-                       if (self.BUTTON_ATCK)
-                       {
-                               if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
-                               if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
-                               {
-                                       W_Rocket_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
-                                       self.rl_release = 0;
-                               }
-                       }
-                       else
-                               self.rl_release = 1;
+                       self.rl_release = 1;
 
-                       if (self.BUTTON_ATCK2)
+               if (self.BUTTON_ATCK2)
+               {
+                       rockfound = 0;
+                       for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
                        {
-                               rockfound = 0;
-                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+                               if(!rock.rl_detonate_later)
                                {
-                                       if(!rock.rl_detonate_later)
-                                       {
-                                               rock.rl_detonate_later = TRUE;
-                                               rockfound = 1;
-                                       }
+                                       rock.rl_detonate_later = TRUE;
+                                       rockfound = 1;
                                }
-                               if(rockfound)
-                                       sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                        }
+                       if(rockfound)
+                               sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if (req == WR_PRECACHE)
@@ -544,10 +439,6 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.wav");
-               if (g_laserguided_missile)
-               {
-                       precache_model ("models/laser_dot.mdl"); // rocket launcher
-               }
        }
        else if (req == WR_SETUP)
        {
@@ -558,7 +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)
@@ -586,15 +477,15 @@ float w_rlauncher(float req)
                precache_sound("weapons/rocket_impact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "exploded";
+               w_deathtypestring = _("%s exploded");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
-                       w_deathtypestring = "got too close to #'s rocket";
+                       w_deathtypestring = _("%s got too close to %s's rocket");
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "almost dodged #'s rocket";
+                       w_deathtypestring = _("%s almost dodged %s's rocket");
                else
-                       w_deathtypestring = "ate #'s rocket";
+                       w_deathtypestring = _("%s ate %s's rocket");
        }
        return TRUE;
 }