#include "devastator.qh" #ifdef SVQC .entity lastrocket; void W_Devastator_Unregister(entity this) { for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if (this.realowner.(weaponentity).lastrocket == this) this.realowner.(weaponentity).lastrocket = NULL; } } void W_Devastator_Explode(entity this, entity directhitentity) { W_Devastator_Unregister(this); if (directhitentity.takedamage == DAMAGE_AIM && IS_PLAYER(directhitentity) && DIFF_TEAM(this.realowner, directhitentity) && !IS_DEAD(directhitentity) && IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); this.event_damage = func_null; this.takedamage = DAMAGE_NO; vector force_xyzscale = '1 1 1'; force_xyzscale.x = WEP_CVAR(WEP_DEVASTATOR, force_xyscale); force_xyzscale.y = WEP_CVAR(WEP_DEVASTATOR, force_xyscale); RadiusDamageForSource(this, this.origin, this.velocity, this.realowner, WEP_CVAR(WEP_DEVASTATOR, damage), WEP_CVAR(WEP_DEVASTATOR, edgedamage), WEP_CVAR(WEP_DEVASTATOR, radius), NULL, NULL, false, WEP_CVAR(WEP_DEVASTATOR, force), force_xyzscale, this.projectiledeathtype, this.weaponentity_fld, directhitentity ); Weapon thiswep = WEP_DEVASTATOR; .entity weaponentity = this.weaponentity_fld; if (this.realowner.(weaponentity).m_weapon == thiswep && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(WEP_DEVASTATOR, ammo) && !(this.realowner.items & IT_UNLIMITED_AMMO)) { this.realowner.cnt = thiswep.m_id; ATTACK_FINISHED(this.realowner, weaponentity) = time; this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity); } delete(this); } void W_Devastator_Explode_think(entity this) { W_Devastator_Explode(this, NULL); } void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) { W_Devastator_Unregister(this); this.event_damage = func_null; this.takedamage = DAMAGE_NO; bool handled_as_rocketjump = false; entity head = NULL; bool allow_rocketjump = WEP_CVAR(WEP_DEVASTATOR, remote_jump); MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump); allow_rocketjump = M_ARGV(0, bool); if (allow_rocketjump && WEP_CVAR(WEP_DEVASTATOR, remote_jump_radius)) { head = WarpZone_FindRadius(this.origin, WEP_CVAR(WEP_DEVASTATOR, remote_jump_radius), false); for (; head; head = head.chain) if (head.takedamage && head == this.realowner && vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(WEP_DEVASTATOR, remote_jump_radius))) { // we handled this as a rocketjump :) handled_as_rocketjump = true; // modify velocity if (WEP_CVAR(WEP_DEVASTATOR, remote_jump_velocity_z_add)) { head.velocity.x *= 0.9; head.velocity.y *= 0.9; head.velocity.z = bound( WEP_CVAR(WEP_DEVASTATOR, remote_jump_velocity_z_min), head.velocity.z + WEP_CVAR(WEP_DEVASTATOR, remote_jump_velocity_z_add), WEP_CVAR(WEP_DEVASTATOR, remote_jump_velocity_z_max) ); } // now do the damage RadiusDamage(this, head, WEP_CVAR(WEP_DEVASTATOR, remote_jump_damage), WEP_CVAR(WEP_DEVASTATOR, remote_jump_damage), WEP_CVAR(WEP_DEVASTATOR, remote_jump_radius), NULL, head, (WEP_CVAR(WEP_DEVASTATOR, remote_jump_force) ? WEP_CVAR(WEP_DEVASTATOR, remote_jump_force) : 0), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL ); break; } } RadiusDamage(this, this.realowner, WEP_CVAR(WEP_DEVASTATOR, remote_damage), WEP_CVAR(WEP_DEVASTATOR, remote_edgedamage), WEP_CVAR(WEP_DEVASTATOR, remote_radius), (handled_as_rocketjump ? head : NULL), NULL, WEP_CVAR(WEP_DEVASTATOR, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL ); Weapon thiswep = WEP_DEVASTATOR; if (this.realowner.(weaponentity).m_weapon == thiswep && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(WEP_DEVASTATOR, ammo) && !(this.realowner.items & IT_UNLIMITED_AMMO)) { this.realowner.cnt = thiswep.m_id; ATTACK_FINISHED(this.realowner, weaponentity) = time; this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity); } delete(this); } void W_Devastator_RemoteExplode(entity this, .entity weaponentity) { if (!IS_DEAD(this.realowner) && this.realowner.(weaponentity).lastrocket) { if ((this.spawnshieldtime >= 0) ? (time >= this.spawnshieldtime) // timer : vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(WEP_DEVASTATOR, remote_radius))) // safety device { W_Devastator_DoRemoteExplode(this, weaponentity); } } } vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos) { if (thisdir * goaldir > maxturn_cos) return goaldir; if (thisdir * goaldir < -0.9998) // less than 1 degree and opposite return thisdir; // refuse to guide (better than letting a numerical error happen) // solve: // g = normalize(thisdir + goaldir * X) // thisdir * g = maxturn // // gg = thisdir + goaldir * X // (thisdir * gg)^2 = maxturn^2 * (gg * gg) // // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir) float f = thisdir * goaldir; // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f) // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1) float m2 = maxturn_cos * maxturn_cos; vector v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1); return normalize(thisdir + goaldir * v.y); // the larger solution! } // assume thisdir == -goaldir: // f == -1 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1) // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0 // x^2 - 2 * x + 1 = 0 // (x - 1)^2 = 0 // x = 1 // normalize(thisdir + goaldir) // normalize(0) void W_Devastator_Think(entity this) { this.nextthink = time; if (time > this.cnt) { this.projectiledeathtype |= HITTYPE_BOUNCE; W_Devastator_Explode(this, NULL); return; } // accelerate makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0'); float velspeed = WEP_CVAR(WEP_DEVASTATOR, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward); if (velspeed > 0) this.velocity += v_forward * min(WEP_CVAR(WEP_DEVASTATOR, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed); // laser guided, or remote detonation .entity weaponentity = this.weaponentity_fld; if (this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR) { if (this == this.realowner.(weaponentity).lastrocket && !this.realowner.(weaponentity).rl_release && !PHYS_INPUT_BUTTON_ATCK2(this) && WEP_CVAR(WEP_DEVASTATOR, guiderate) && time > this.pushltime && !IS_DEAD(this.realowner)) { vector desireddir, olddir, newdir, desiredorigin, goal; float f = WEP_CVAR(WEP_DEVASTATOR, guideratedelay); if (f) f = bound(0, (time - this.pushltime) / f, 1); else f = 1; vector md = this.realowner.(weaponentity).movedir; vector dv = v_right * -md.y + v_up * md.z; if (!W_DualWielding(this.realowner)) dv = '0 0 0'; // don't override! velspeed = vlen(this.velocity); makevectors(this.realowner.v_angle); desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward); desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv); olddir = normalize(this.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 + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(WEP_DEVASTATOR, guidegoal)) * desireddir; newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(WEP_DEVASTATOR, guiderate) * f * frametime * DEG2RAD)); this.velocity = newdir * velspeed; this.angles = vectoangles(this.velocity); if (!this.count) { Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1); // TODO add a better sound here sound(this.realowner, CH_WEAPON_B, SND_DEVASTATOR_MODE, VOL_BASE, ATTN_NORM); this.count = 1; } } if (this.rl_detonate_later) W_Devastator_RemoteExplode(this, weaponentity); } if (this.csqcprojectile_clientanimate == 0) UpdateCSQCProjectile(this); } void W_Devastator_Touch(entity this, entity toucher) { if (WarpZone_Projectile_Touch(this, toucher)) { if (wasfreed(this)) W_Devastator_Unregister(this); return; } W_Devastator_Unregister(this); W_Devastator_Explode(this, toucher); } void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (GetResource(this, RES_HEALTH) <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt TakeResource(this, RES_HEALTH, damage); this.angles = vectoangles(this.velocity); if (GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think); } void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_DEVASTATOR, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_DEVASTATOR_FIRE, CH_WEAPON_A, WEP_CVAR(WEP_DEVASTATOR, damage), thiswep.m_id); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.weaponentity_fld = weaponentity; missile.owner = missile.realowner = actor; actor.(weaponentity).lastrocket = missile; if (WEP_CVAR(WEP_DEVASTATOR, detonatedelay) >= 0) missile.spawnshieldtime = time + WEP_CVAR(WEP_DEVASTATOR, detonatedelay); else missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping missile.pushltime = time + WEP_CVAR(WEP_DEVASTATOR, guidedelay); missile.classname = "rocket"; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(WEP_DEVASTATOR, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous missile.takedamage = DAMAGE_YES; missile.damageforcescale = WEP_CVAR(WEP_DEVASTATOR, damageforcescale); SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(WEP_DEVASTATOR, health)); missile.event_damage = W_Devastator_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = thiswep.m_id; 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_SetupProjVelocity_Basic(missile, WEP_CVAR(WEP_DEVASTATOR, speedstart), 0); missile.angles = vectoangles(missile.velocity); settouch(missile, W_Devastator_Touch); setthink(missile, W_Devastator_Think); missile.nextthink = time; missile.cnt = time + WEP_CVAR(WEP_DEVASTATOR, lifetime); missile.rl_detonate_later = (fire & 2); // allow instant detonation missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, WEP_CVAR(WEP_DEVASTATOR, guiderate) == 0 && WEP_CVAR(WEP_DEVASTATOR, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound // common properties MUTATOR_CALLHOOK(EditProjectile, actor, missile); if (time >= missile.nextthink) getthink(missile)(missile); } METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if (!WEP_CVAR(WEP_DEVASTATOR, guidestop) && !actor.(weaponentity).rl_release) { int fired_rockets = 0; IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket", ++fired_rockets); // release PHYS_INPUT_BUTTON_ATCK after all fired rocket exploded otherwise bot can't fire again if (!fired_rockets) return; } // aim and decide to fire if appropriate float spd = WEP_CVAR(WEP_DEVASTATOR, speed); // simulate rocket guide by calculating rocket trajectory with higher speed // 20 times faster at 90 degrees guide rate if (WEP_CVAR(WEP_DEVASTATOR, guiderate) > 0) spd *= sqrt(WEP_CVAR(WEP_DEVASTATOR, guiderate)) * (20 / 9.489); // 9.489 ~= sqrt(90) // no need to fire with high accuracy on large distances if rockets can be guided bool shot_accurate = (WEP_CVAR(WEP_DEVASTATOR, guiderate) < 50); PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, spd, 0, WEP_CVAR(WEP_DEVASTATOR, lifetime), false, shot_accurate); float pred_time = bound(0.02, 0.02 + (8 - skill) * 0.01, 0.1); if (skill >= 2) // skill 0 and 1 bots won't detonate rockets! { // decide whether to detonate rockets float selfdamage = 0, teamdamage = 0, enemydamage = 0; float pred_selfdamage = 0, pred_teamdamage = 0, pred_enemydamage = 0; float edgedamage = WEP_CVAR(WEP_DEVASTATOR, edgedamage); float coredamage = WEP_CVAR(WEP_DEVASTATOR, damage); float edgeradius = WEP_CVAR(WEP_DEVASTATOR, radius); IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket", { entity rocket = it; IL_EACH(g_bot_targets, it.bot_attack, { // code to calculate damage is similar to the one used in RadiusDamageForSource with some simplifications vector target_pos = it.origin + (it.maxs - it.mins) * 0.5; float f; float dist = vlen(target_pos - rocket.origin); float dmg = 0; if (dist <= edgeradius) { f = (edgeradius > 0) ? max(0, 1 - (dist / edgeradius)) : 1; dmg = coredamage * f + edgedamage * (1 - f); } float pred_dist = vlen(target_pos + it.velocity * pred_time - (rocket.origin + rocket.velocity * pred_time)); float pred_dmg = 0; if (pred_dist <= edgeradius) { f = (edgeradius > 0) ? max(0, 1 - (pred_dist / edgeradius)) : 1; pred_dmg = coredamage * f + edgedamage * (1 - f); } // count potential damage according to type of target if (it == actor) { if (StatusEffects_active(STATUSEFFECT_Strength, it)) dmg *= autocvar_g_balance_powerup_strength_damage; if (StatusEffects_active(STATUSEFFECT_Shield, it)) dmg *= autocvar_g_balance_powerup_invincible_takedamage; // self damage reduction factor will be applied later to the total damage selfdamage += dmg; pred_selfdamage += pred_dmg; } else if (SAME_TEAM(it, actor)) { if (StatusEffects_active(STATUSEFFECT_Shield, it)) dmg *= autocvar_g_balance_powerup_invincible_takedamage; // bot strength factor will be applied later to the total damage teamdamage += dmg; pred_teamdamage += pred_dmg; } else if (bot_shouldattack(actor, it)) { if (StatusEffects_active(STATUSEFFECT_Shield, it)) dmg *= autocvar_g_balance_powerup_invincible_takedamage; // bot strength factor will be applied later to the total damage enemydamage += dmg; pred_enemydamage += pred_dmg; } }); }); selfdamage *= autocvar_g_balance_selfdamagepercent; pred_selfdamage *= autocvar_g_balance_selfdamagepercent; if (StatusEffects_active(STATUSEFFECT_Strength, actor)) { // FIXME bots don't know whether team damage is enabled or not teamdamage *= autocvar_g_balance_powerup_strength_damage; pred_teamdamage *= autocvar_g_balance_powerup_strength_damage; enemydamage *= autocvar_g_balance_powerup_strength_damage; pred_enemydamage *= autocvar_g_balance_powerup_strength_damage; } float good_damage = enemydamage; float pred_good_damage = pred_enemydamage; float bad_damage = selfdamage + teamdamage; float pred_bad_damage = pred_selfdamage + pred_teamdamage; // detonate if predicted good damage is lower (current good damage is maximum) // or if predicted bad damage is too much if (good_damage > coredamage * 0.1 && good_damage > bad_damage * 1.5 && (pred_good_damage < good_damage + 2 || pred_good_damage < pred_bad_damage * 1.5)) PHYS_INPUT_BUTTON_ATCK2(actor) = true; if (skill >= 7 && selfdamage > GetResource(actor, RES_HEALTH)) PHYS_INPUT_BUTTON_ATCK2(actor) = false; // don't fire a new shot at the same time! if (PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false; } } METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if (WEP_CVAR(WEP_DEVASTATOR, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(WEP_DEVASTATOR, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); return; } if (fire & 1) { if ((actor.(weaponentity).rl_release || WEP_CVAR(WEP_DEVASTATOR, guidestop)) && weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(WEP_DEVASTATOR, refire))) { W_Devastator_Attack(thiswep, actor, weaponentity, fire); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_DEVASTATOR, animtime), w_ready); actor.(weaponentity).rl_release = 0; } } else actor.(weaponentity).rl_release = 1; if ((fire & 2) && actor.(weaponentity).m_switchweapon == thiswep) { bool rockfound = false; IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket", { if (!it.rl_detonate_later) { it.rl_detonate_later = true; rockfound = true; } }); if (rockfound) sound(actor, CH_WEAPON_B, SND_DEVASTATOR_DET, VOL_BASE, ATTN_NORM); } } METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { actor.(weaponentity).rl_release = 1; } METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { #if 0 // don't switch while guiding a missile if (ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR) { ammo_amount = false; if (WEP_CVAR(WEP_DEVASTATOR, reload_ammo)) { if (GetResource(actor, thiswep.ammo_type) < WEP_CVAR(WEP_DEVASTATOR, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(WEP_DEVASTATOR, ammo)) ammo_amount = true; } else if (GetResource(actor, thiswep.ammo_type) < WEP_CVAR(WEP_DEVASTATOR, ammo)) ammo_amount = true; return !ammo_amount; } #endif #if 0 if (actor.rl_release == 0) { LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(WEP_DEVASTATOR, ammo)); return true; } else { ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_DEVASTATOR, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(WEP_DEVASTATOR, ammo); LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(WEP_DEVASTATOR, ammo), (ammo_amount ? "TRUE" : "FALSE")); return ammo_amount; } #else float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_DEVASTATOR, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_DEVASTATOR, ammo); return ammo_amount; #endif } METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return false; } METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor)) { for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave! actor.(weaponentity).rl_release = 0; } } METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR(WEP_DEVASTATOR, ammo), SND_RELOAD); } METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_DEVASTATOR_SUICIDE; } METHOD(Devastator, wr_killmessage, Notification(entity thiswep)) { if (w_deathtype & (HITTYPE_BOUNCE | HITTYPE_SPLASH)) return WEAPON_DEVASTATOR_MURDER_SPLASH; else return WEAPON_DEVASTATOR_MURDER_DIRECT; } #endif // SVQC #ifdef CSQC METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); if (!w_issilent) sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM); } #endif // CSQC #ifdef MENUQC #include #include #include "vortex.qh" METHOD(Devastator, describe, string(Devastator this)) { TC(Devastator, this); PAGE_TEXT_INIT(); PAR(_("The %s launches a remote controlled rocket, dealing significant damage when it explodes on impact. " "If the primary fire is held, the rocket can be guided by the user's aim, allowing steering it towards enemies."), COLORED_NAME(this)); PAR(_("The secondary fire can be used to immediately detonate rockets, allowing dealing damage to enemies even if the rocket barely missed colliding with them.")); PAR(_("It consumes a bunch of %s ammo for each rocket, which can end up being depleted quickly, so often players alternate with another weapon like %s."), COLORED_NAME(ITEM_Rockets), COLORED_NAME(WEP_VORTEX)); PAR(_("Due to its high damage output, the %s is one of the most commonly used weapons. " "It can be used in almost any scenario, working best in medium range combat. " "In close range combat, the large splash radius often results in rockets damaging both you and your enemy."), COLORED_NAME(this)); PAR(_("Due to the ability to remotely detonate rockets, a common usage is \"rocket flying,\" where you fire a rocket and immediately detonate it to boost yourself while mid-air, " "much more effective with the %s mutator enabled."), COLORED_NAME(MUTATOR_rocketflying)); PAR(W_Guide_Keybinds(this)); PAR(W_Guide_DPS_onlyOne_unnamed(this.netname)); return PAGE_TEXT; } #endif // MENUQC