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Lastly, the Hagar and Rocket Launcher
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
1 #ifdef REGISTER_WEAPON
2 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"))
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 .float rocketlauncher_load;
9
10 void W_RocketLauncher_SetAmmoCounter()
11 {
12         // set clip_load to the weapon we have switched to, if the gun uses reloading
13         if(!autocvar_g_balance_rocketlauncher_reload_ammo)
14                 self.clip_load = 0; // also keeps crosshair ammo from displaying
15         else
16         {
17                 self.clip_load = self.rocketlauncher_load;
18                 self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
19         }
20 }
21
22 void W_RocketLauncher_ReloadedAndReady()
23 {
24         float t;
25
26         // now do the ammo transfer
27         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
28         while(self.clip_load < autocvar_g_balance_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
29         {
30                 self.clip_load += 1;
31                 self.ammo_rockets -= 1;
32         }
33         self.rocketlauncher_load = self.clip_load;
34
35         t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
36         ATTACK_FINISHED(self) = t;
37         w_ready();
38 }
39
40 void W_RocketLauncher_Reload()
41 {
42         // return if reloading is disabled for this weapon
43         if(!autocvar_g_balance_rocketlauncher_reload_ammo)
44                 return;
45
46         if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
47                 return;
48
49         float t;
50
51         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
52
53         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
54         ATTACK_FINISHED(self) = t;
55
56         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
57
58         self.old_clip_load = self.clip_load;
59         self.clip_load = -1;
60 }
61
62 void W_Rocket_Unregister()
63 {
64         if(self.owner && self.owner.lastrocket == self)
65         {
66                 self.owner.lastrocket = world;
67                 // self.owner.rl_release = 1;
68         }
69 }
70
71 void W_Rocket_Explode ()
72 {
73         W_Rocket_Unregister();
74
75         if(other.takedamage == DAMAGE_AIM)
76                 if(other.classname == "player")
77                         if(IsDifferentTeam(self.owner, other))
78                                 if(IsFlying(other))
79                                         AnnounceTo(self.owner, "airshot");
80
81         self.event_damage = SUB_Null;
82         self.takedamage = DAMAGE_NO;
83
84         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);
85
86         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
87         {
88                 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
89                 {
90                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
91                         ATTACK_FINISHED(self.owner) = time;
92                         self.owner.switchweapon = w_getbestweapon(self.owner);
93                 }
94         }
95         remove (self);
96 }
97
98 void W_Rocket_DoRemoteExplode ()
99 {
100         W_Rocket_Unregister();
101
102         self.event_damage = SUB_Null;
103         self.takedamage = DAMAGE_NO;
104
105         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);
106
107         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
108         {
109                 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
110                 {
111                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
112                         ATTACK_FINISHED(self.owner) = time;
113                         self.owner.switchweapon = w_getbestweapon(self.owner);
114                 }
115         }
116         remove (self);
117 }
118
119 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
120 {
121         entity head, selected;
122         vector dir;
123         float dist, maxdist,// bestdist,
124                 dot,// bestdot,
125                 points, bestpoints;
126         //bestdist = 9999;
127         //bestdot = -2;
128         bestpoints = 0;
129         maxdist = 800;
130         selected = world;
131
132         makevectors(e.angles);
133
134         head = find(world, classname, "laser_target");
135         while(head)
136         {
137                 points = 0;
138                 dir = normalize(head.origin - self.origin);
139                 dot = dir * v_forward;
140                 dist = vlen(head.origin - self.origin);
141                 if(dist > maxdist)
142                         dist = maxdist;
143
144                 // gain points for being in front
145                 points = points + ((dot+1)*0.5) * 500
146                         * (1 + crandom()*dot_variance);
147                 // gain points for being close away
148                 points = points + (1 - dist/maxdist) * 1000
149                         * (1 + crandom()*dot_variance);
150
151                 traceline(e.origin, head.origin, TRUE, self);
152                 if(trace_fraction < 1)
153                 {
154                         points = 0;
155                 }
156
157                 if(points > bestpoints)//random() > 0.5)//
158                 {
159                         bestpoints = points;
160                         selected = head;
161                 }
162
163                 head = find(head, classname, "laser_target");
164         }
165
166         //bprint(selected.owner.netname);
167         //bprint("\n");
168         return selected;
169 }
170
171 void W_Rocket_RemoteExplode()
172 {
173         if(self.owner.deadflag == DEAD_NO)
174         if(self.owner.lastrocket)
175         {
176                 if((self.spawnshieldtime >= 0)
177                         ? (time >= self.spawnshieldtime) // timer
178                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
179                 )
180                 {
181                         W_Rocket_DoRemoteExplode();
182                 }
183         }
184 }
185
186 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
187 {
188         if(thisdir * goaldir > maxturn_cos)
189                 return goaldir;
190         float f, m2;
191         vector v;
192         // solve:
193         //   g = normalize(thisdir + goaldir * X)
194         //   thisdir * g = maxturn
195         //
196         //   gg = thisdir + goaldir * X
197         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
198         //
199         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
200         f = thisdir * goaldir;
201         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
202         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
203         m2 = maxturn_cos * maxturn_cos;
204         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
205         return normalize(thisdir + goaldir * v_y); // the larger solution!
206 }
207
208 void W_Rocket_Think (void)
209 {
210         vector desireddir, olddir, newdir, desiredorigin, goal;
211 #if 0
212         float cosminang, cosmaxang, cosang;
213 #endif
214         float velspeed, f;
215         self.nextthink = time;
216         if (time > self.cnt)
217         {
218                 other = world;
219                 self.projectiledeathtype |= HITTYPE_BOUNCE;
220                 W_Rocket_Explode ();
221                 return;
222         }
223
224         // accelerate
225         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
226         velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
227         if (velspeed > 0)
228                 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
229
230         // laser guided, or remote detonation
231         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
232         {
233                 if(self == self.owner.lastrocket)
234                 if not(self.owner.rl_release)
235                 if not(self.BUTTON_ATCK2)
236                 if(autocvar_g_balance_rocketlauncher_guiderate)
237                 if(time > self.pushltime)
238                 if(self.owner.deadflag == DEAD_NO)
239                 {
240                         f = autocvar_g_balance_rocketlauncher_guideratedelay;
241                         if(f)
242                                 f = bound(0, (time - self.pushltime) / f, 1);
243                         else
244                                 f = 1;
245
246                         velspeed = vlen(self.velocity);
247
248                         makevectors(self.owner.v_angle);
249                         desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
250                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
251                         olddir = normalize(self.velocity);
252
253                         // now it gets tricky... we want to move like some curve to approximate the target direction
254                         // but we are limiting the rate at which we can turn!
255                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
256                         newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
257
258                         self.velocity = newdir * velspeed;
259                         self.angles = vectoangles(self.velocity);
260
261                         if(!self.count)
262                         {
263                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
264                                 // TODO add a better sound here
265                                 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
266                                 self.count = 1;
267                         }
268                 }
269
270                 if(self.rl_detonate_later)
271                         W_Rocket_RemoteExplode();
272         }
273
274         if(self.csqcprojectile_clientanimate == 0)
275                 UpdateCSQCProjectile(self);
276 }
277
278 void W_Rocket_Touch (void)
279 {
280         if(WarpZone_Projectile_Touch())
281         {
282                 if(wasfreed(self))
283                         W_Rocket_Unregister();
284                 return;
285         }
286         W_Rocket_Unregister();
287         W_Rocket_Explode ();
288 }
289
290 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
291 {
292         if (self.health <= 0)
293                 return;
294         self.health = self.health - damage;
295         self.angles = vectoangles(self.velocity);
296         if (self.health <= 0)
297                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
298 }
299
300 void W_Rocket_Attack (void)
301 {
302         local entity missile;
303         local entity flash;
304
305         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
306         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
307         {
308                 if(autocvar_g_balance_rocketlauncher_reload_ammo)
309                 {
310                         self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
311                         self.rocketlauncher_load = self.clip_load;
312                 }
313                 else
314                         self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
315         }
316
317         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
318         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
319
320         missile = WarpZone_RefSys_SpawnSameRefSys(self);
321         missile.owner = self;
322         self.lastrocket = missile;
323         if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
324                 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
325         else
326                 missile.spawnshieldtime = -1;
327         missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
328         missile.classname = "rocket";
329         missile.bot_dodge = TRUE;
330         missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
331
332         missile.takedamage = DAMAGE_YES;
333         missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
334         missile.health = autocvar_g_balance_rocketlauncher_health;
335         missile.event_damage = W_Rocket_Damage;
336
337         missile.movetype = MOVETYPE_FLY;
338         PROJECTILE_MAKETRIGGER(missile);
339         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
340         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
341
342         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
343         W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
344         missile.angles = vectoangles (missile.velocity);
345
346         missile.touch = W_Rocket_Touch;
347         missile.think = W_Rocket_Think;
348         missile.nextthink = time;
349         missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
350         missile.flags = FL_PROJECTILE;
351
352         CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
353
354         // muzzle flash for 1st person view
355         flash = spawn ();
356         setmodel (flash, "models/flash.md3"); // precision set below
357         SUB_SetFade (flash, time, 0.1);
358         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
359         W_AttachToShotorg(flash, '5 0 0');
360
361         // common properties
362         other = missile; MUTATOR_CALLHOOK(EditProjectile);
363 }
364
365 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
366
367 float w_rlauncher(float req)
368 {
369         entity rock;
370         float rockfound;
371         if (req == WR_AIM)
372         {
373                 // aim and decide to fire if appropriate
374                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
375                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
376                 {
377                         // decide whether to detonate rockets
378                         local entity missile, targetlist, targ;
379                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
380                         local float selfdamage, teamdamage, enemydamage;
381                         edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
382                         coredamage = autocvar_g_balance_rocketlauncher_damage;
383                         edgeradius = autocvar_g_balance_rocketlauncher_radius;
384                         recipricoledgeradius = 1 / edgeradius;
385                         selfdamage = 0;
386                         teamdamage = 0;
387                         enemydamage = 0;
388                         targetlist = findchainfloat(bot_attack, TRUE);
389                         missile = find(world, classname, "rocket");
390                         while (missile)
391                         {
392                                 if (missile.owner != self)
393                                 {
394                                         missile = find(missile, classname, "rocket");
395                                         continue;
396                                 }
397                                 targ = targetlist;
398                                 while (targ)
399                                 {
400                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
401                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
402                                         // count potential damage according to type of target
403                                         if (targ == self)
404                                                 selfdamage = selfdamage + d;
405                                         else if (targ.team == self.team && teams_matter)
406                                                 teamdamage = teamdamage + d;
407                                         else if (bot_shouldattack(targ))
408                                                 enemydamage = enemydamage + d;
409                                         targ = targ.chain;
410                                 }
411                                 missile = find(missile, classname, "rocket");
412                         }
413                         local float desirabledamage;
414                         desirabledamage = enemydamage;
415                         if (time > self.invincible_finished && time > self.spawnshieldtime)
416                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
417                         if (teams_matter && self.team)
418                                 desirabledamage = desirabledamage - teamdamage;
419
420                         missile = find(world, classname, "rocket");
421                         while (missile)
422                         {
423                                 if (missile.owner != self)
424                                 {
425                                         missile = find(missile, classname, "rocket");
426                                         continue;
427                                 }
428                                 makevectors(missile.v_angle);
429                                 targ = targetlist;
430                                 if (skill > 9) // normal players only do this for the target they are tracking
431                                 {
432                                         targ = targetlist;
433                                         while (targ)
434                                         {
435                                                 if (
436                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
437                                                         && desirabledamage > 0.1*coredamage
438                                                 )self.BUTTON_ATCK2 = TRUE;
439                                                 targ = targ.chain;
440                                         }
441                                 }else{
442                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
443                                         //As the distance gets larger, a correct detonation gets near imposible
444                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
445                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
446                                                 if(self.enemy.classname == "player")
447                                                         if(desirabledamage >= 0.1*coredamage)
448                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
449                                                                         self.BUTTON_ATCK2 = TRUE;
450                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
451                                 }
452
453                                 missile = find(missile, classname, "rocket");
454                         }
455                         // if we would be doing at X percent of the core damage, detonate it
456                         // but don't fire a new shot at the same time!
457                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
458                                 self.BUTTON_ATCK2 = TRUE;
459                         if ((skill > 6.5) && (selfdamage > self.health))
460                                 self.BUTTON_ATCK2 = FALSE;
461                         //if(self.BUTTON_ATCK2 == TRUE)
462                         //      dprint(ftos(desirabledamage),"\n");
463                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
464                 }
465         }
466         else if (req == WR_THINK)
467         {
468                 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
469                         W_RocketLauncher_Reload();
470                 else
471                 {
472                         if (self.BUTTON_ATCK)
473                         {
474                                 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
475                                 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
476                                 {
477                                         W_Rocket_Attack();
478                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
479                                         self.rl_release = 0;
480                                 }
481                         }
482                         else
483                                 self.rl_release = 1;
484
485                         if (self.BUTTON_ATCK2)
486                         {
487                                 rockfound = 0;
488                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
489                                 {
490                                         if(!rock.rl_detonate_later)
491                                         {
492                                                 rock.rl_detonate_later = TRUE;
493                                                 rockfound = 1;
494                                         }
495                                 }
496                                 if(rockfound)
497                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
498                         }
499                 }
500         if(self.wish_reload)
501         {
502             if(self.switchweapon == self.weapon)
503             {
504                 if(self.weaponentity.state == WS_READY)
505                 {
506                     self.wish_reload = 0;
507                     W_RocketLauncher_Reload();
508                 }
509             }
510         }
511         }
512         else if (req == WR_PRECACHE)
513         {
514                 precache_model ("models/flash.md3");
515                 precache_model ("models/weapons/g_rl.md3");
516                 precache_model ("models/weapons/v_rl.md3");
517                 precache_model ("models/weapons/h_rl.iqm");
518                 precache_sound ("weapons/rocket_det.wav");
519                 precache_sound ("weapons/rocket_fire.wav");
520                 precache_sound ("weapons/rocket_mode.wav");
521         }
522         else if (req == WR_SETUP)
523         {
524                 weapon_setup(WEP_ROCKET_LAUNCHER);
525                 W_RocketLauncher_SetAmmoCounter();
526                 self.rl_release = 1;
527         }
528         else if (req == WR_CHECKAMMO1)
529         {
530                 if(autocvar_g_balance_rocketlauncher_reload_ammo)
531                 {
532                         // don't switch while guiding a missile
533                         if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
534                                 && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
535                                 return FALSE;
536                 }
537                 else
538                 {
539                         // don't switch while guiding a missile
540                         if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
541                                 && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
542                                 return FALSE;
543                 }
544         }
545         else if (req == WR_CHECKAMMO2)
546                 return FALSE;
547         else if (req == WR_RESETPLAYER)
548         {
549                 self.rl_release = 0;
550         }
551         else if (req == WR_RELOAD)
552         {
553                 W_RocketLauncher_Reload();
554         }
555         return TRUE;
556 };
557 #endif
558 #ifdef CSQC
559 float w_rlauncher(float req)
560 {
561         if(req == WR_IMPACTEFFECT)
562         {
563                 vector org2;
564                 org2 = w_org + w_backoff * 12;
565                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
566                 if(!w_issilent)
567                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
568         }
569         else if(req == WR_PRECACHE)
570         {
571                 precache_sound("weapons/rocket_impact.wav");
572         }
573         else if (req == WR_SUICIDEMESSAGE)
574                 w_deathtypestring = "%s exploded";
575         else if (req == WR_KILLMESSAGE)
576         {
577                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
578                         w_deathtypestring = "%s got too close to %s's rocket";
579                 else if(w_deathtype & HITTYPE_SPLASH)
580                         w_deathtypestring = "%s almost dodged %s's rocket";
581                 else
582                         w_deathtypestring = "%s ate %s's rocket";
583         }
584         return TRUE;
585 }
586 #endif
587 #endif