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Text File  |  1996-10-05  |  19KB  |  670 lines

  1.  
  2. void() bubble_bob;
  3.  
  4. /*
  5. ==============================================================================
  6.  
  7. PLAYER
  8.  
  9. ==============================================================================
  10. */
  11.  
  12. $cd id1/models/player_4
  13. $origin 0 -6 24
  14. $base base        
  15. $skin skin
  16.  
  17. //
  18. // running
  19. //
  20. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  21.  
  22. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  23.  
  24. //
  25. // standing
  26. //
  27. $frame stand1 stand2 stand3 stand4 stand5
  28.  
  29. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  30. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  31.  
  32.  
  33. //
  34. // pain
  35. //
  36. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  37.  
  38. $frame pain1 pain2 pain3 pain4 pain5 pain6
  39.  
  40.  
  41. //
  42. // death
  43. //
  44.  
  45. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  46. $frame axdeth7 axdeth8 axdeth9
  47.  
  48. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  49. $frame deatha9 deatha10 deatha11
  50.  
  51. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  52. $frame deathb9
  53.  
  54. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  55. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  56.  
  57. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  58. $frame deathd8 deathd9
  59.  
  60. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  61. $frame deathe8 deathe9
  62.  
  63. //
  64. // attacks
  65. //
  66. $frame nailatt1 nailatt2
  67.  
  68. $frame light1 light2
  69.  
  70. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  71.  
  72. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  73.  
  74. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  75.  
  76. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  77.  
  78. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  79.  
  80. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  81.  
  82.  
  83. /*
  84. ==============================================================================
  85. PLAYER
  86. ==============================================================================
  87. */
  88.  
  89. void() player_run;
  90.  
  91. void()    player_stand1 =[    $axstnd1,    player_stand1    ]
  92. {
  93.     self.weaponframe=0;
  94.     if (self.velocity_x || self.velocity_y)
  95.     {
  96.         self.walkframe=0;
  97.         player_run();
  98.         return;
  99.     }
  100.  
  101.     if (self.weapon == IT_AXE)
  102.     {
  103.         if (self.walkframe >= 12)
  104.             self.walkframe = 0;
  105.         self.frame = $axstnd1 + self.walkframe;
  106.     }
  107.     else
  108.     {
  109.         if (self.walkframe >= 5)
  110.             self.walkframe = 0;
  111.         self.frame = $stand1 + self.walkframe;
  112.     }
  113.     self.walkframe = self.walkframe + 1;    
  114. };
  115.  
  116. void()    player_run =[    $rockrun1,    player_run    ]
  117. {
  118. //    self.MoveBy = time + WAITKILL;    //MRB timer for camping
  119.  
  120.     self.weaponframe=0;
  121.     if (!self.velocity_x && !self.velocity_y)
  122.     {
  123.         self.walkframe=0;
  124.         player_stand1();
  125.         return;
  126.     }
  127.  
  128.     if (self.weapon == IT_AXE)
  129.     {
  130.         if (self.walkframe == 6)
  131.             self.walkframe = 0;
  132.         self.frame = $axrun1 + self.walkframe;
  133.     }
  134.     else
  135.     {
  136.         if (self.walkframe == 6)
  137.             self.walkframe = 0;
  138.         self.frame = self.frame + self.walkframe;
  139.     }
  140.     self.walkframe = self.walkframe + 1;
  141. };
  142.  
  143.  
  144. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  145. self.effects = self.effects | EF_MUZZLEFLASH;};
  146. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  147. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  148. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  149. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  150. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  151.  
  152. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  153. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  154. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  155. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  156.  
  157. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  158. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  159. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  160. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  161.  
  162. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  163. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  164. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  165. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  166.  
  167. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  168. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  169. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  170. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  171.  
  172.  
  173. //============================================================================
  174.  
  175. void() player_nail1   =[$nailatt1, player_nail2  ] 
  176. {
  177.     self.effects = self.effects | EF_MUZZLEFLASH;
  178.  
  179. //    self.MoveBy = time + WAITKILL;    //MRB timer for camping
  180.  
  181.     if (!self.button0)
  182.         {player_run ();return;}
  183.     self.weaponframe = self.weaponframe + 1;
  184.     if (self.weaponframe == 9)
  185.         self.weaponframe = 1;
  186.     SuperDamageSound();
  187.     W_FireSpikes (4);
  188.     self.attack_finished = time + 0.2;
  189. };
  190. void() player_nail2   =[$nailatt2, player_nail1  ]
  191. {
  192.     self.effects = self.effects | EF_MUZZLEFLASH;
  193.  
  194. //    self.MoveBy = time + WAITKILL;    //MRB timer for camping
  195.  
  196.     if (!self.button0)
  197.         {player_run ();return;}
  198.     self.weaponframe = self.weaponframe + 1;
  199.     if (self.weaponframe == 9)
  200.         self.weaponframe = 1;
  201.     SuperDamageSound();
  202.     W_FireSpikes (-4);
  203.     self.attack_finished = time + 0.2;
  204. };
  205.  
  206. //============================================================================
  207.  
  208. void() player_light1   =[$light1, player_light2  ] 
  209. {
  210.     self.effects = self.effects | EF_MUZZLEFLASH;
  211.     
  212. //    self.MoveBy = time + WAITKILL;    //MRB timer for camping
  213.  
  214.     if (!self.button0)
  215.         {player_run ();return;}
  216.     self.weaponframe = self.weaponframe + 1;
  217.     if (self.weaponframe == 5)
  218.         self.weaponframe = 1;
  219.     SuperDamageSound();
  220.     W_FireLightning();
  221.     self.attack_finished = time + 0.2;
  222. };
  223. void() player_light2   =[$light2, player_light1  ]
  224. {
  225.     self.effects = self.effects | EF_MUZZLEFLASH;
  226.  
  227. //    self.MoveBy = time + WAITKILL;    //MRB timer for camping
  228.  
  229.     if (!self.button0)
  230.         {player_run ();return;}
  231.     self.weaponframe = self.weaponframe + 1;
  232.     if (self.weaponframe == 5)
  233.         self.weaponframe = 1;
  234.     SuperDamageSound();
  235.     W_FireLightning();
  236.     self.attack_finished = time + 0.2;
  237. };
  238.  
  239. //============================================================================
  240.  
  241.  
  242. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  243. self.effects = self.effects | EF_MUZZLEFLASH;};
  244. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  245. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  246. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  247. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  248. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  249. void(float num_bubbles) DeathBubbles;
  250.  
  251. void() PainSound =
  252. {
  253. local float        rs;
  254.  
  255.     if (self.health < 0)
  256.         return;
  257.  
  258.     if (damage_attacker.classname == "teledeath")
  259.     {
  260.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  261.         return;
  262.     }
  263.  
  264. // water pain sounds
  265.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  266.     {
  267.         DeathBubbles(1);
  268.         if (random() > 0.5)
  269.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  270.         else
  271.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  272.         return;
  273.     }
  274.  
  275. // slime pain sounds
  276.     if (self.watertype == CONTENT_SLIME)
  277.     {
  278. // FIX ME    put in some steam here
  279.         if (random() > 0.5)
  280.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  281.         else
  282.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  283.         return;
  284.     }
  285.  
  286.     if (self.watertype == CONTENT_LAVA)
  287.     {
  288.         if (random() > 0.5)
  289.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  290.         else
  291.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  292.         return;
  293.     }
  294.  
  295.     if (self.pain_finished > time)
  296.     {
  297.         self.axhitme = 0;
  298.         return;
  299.     }
  300.     self.pain_finished = time + 0.5;
  301.  
  302. // don't make multiple pain sounds right after each other
  303.  
  304. // ax pain sound
  305.     if (self.axhitme == 1)
  306.     {
  307.         self.axhitme = 0;
  308.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  309.         return;
  310.     }
  311.     
  312.  
  313.     rs = rint((random() * 5) + 1);
  314.  
  315.     self.noise = "";
  316.     if (rs == 1)
  317.         self.noise = "player/pain1.wav";
  318.     else if (rs == 2)
  319.         self.noise = "player/pain2.wav";
  320.     else if (rs == 3)
  321.         self.noise = "player/pain3.wav";
  322.     else if (rs == 4)
  323.         self.noise = "player/pain4.wav";
  324.     else if (rs == 5)
  325.         self.noise = "player/pain5.wav";
  326.     else
  327.         self.noise = "player/pain6.wav";
  328.  
  329.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  330.     return;
  331. };
  332.  
  333. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  334. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  335. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  336. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  337. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  338. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  339.  
  340. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  341. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  342. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  343. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  344. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  345. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  346.  
  347. void() player_pain =
  348. {
  349.     if (self.weaponframe)
  350.         return;
  351.  
  352.     if (self.invisible_finished > time)
  353.         return;        // eyes don't have pain frames
  354.  
  355.     if (self.weapon == IT_AXE)
  356.         player_axpain1 ();
  357.     else
  358.         player_pain1 ();
  359. };
  360.  
  361. void() player_diea1;
  362. void() player_dieb1;
  363. void() player_diec1;
  364. void() player_died1;
  365. void() player_diee1;
  366. void() player_die_ax1;
  367.  
  368. void() DeathBubblesSpawn =
  369. {
  370. local entity    bubble;
  371.     if (self.owner.waterlevel != 3)
  372.         return;
  373.     bubble = spawn();
  374.     setmodel (bubble, "progs/s_bubble.spr");
  375.     setorigin (bubble, self.owner.origin + '0 0 24');
  376.     bubble.movetype = MOVETYPE_NOCLIP;
  377.     bubble.solid = SOLID_NOT;
  378.     bubble.velocity = '0 0 15';
  379.     bubble.nextthink = time + 0.5;
  380.     bubble.think = bubble_bob;
  381.     bubble.classname = "bubble";
  382.     bubble.frame = 0;
  383.     bubble.cnt = 0;
  384.     setsize (bubble, '-8 -8 -8', '8 8 8');
  385.     self.nextthink = time + 0.1;
  386.     self.think = DeathBubblesSpawn;
  387.     self.air_finished = self.air_finished + 1;
  388.     if (self.air_finished >= self.bubble_count)
  389.         remove(self);
  390. };
  391.  
  392. void(float num_bubbles) DeathBubbles =
  393. {
  394. local entity    bubble_spawner;
  395.     
  396.     bubble_spawner = spawn();
  397.     setorigin (bubble_spawner, self.origin);
  398.     bubble_spawner.movetype = MOVETYPE_NONE;
  399.     bubble_spawner.solid = SOLID_NOT;
  400.     bubble_spawner.nextthink = time + 0.1;
  401.     bubble_spawner.think = DeathBubblesSpawn;
  402.     bubble_spawner.air_finished = 0;
  403.     bubble_spawner.owner = self;
  404.     bubble_spawner.bubble_count = num_bubbles;
  405.     return;
  406. };
  407.  
  408.  
  409. void() DeathSound =
  410. {
  411. local float        rs;
  412.  
  413.     // water death sounds
  414.     if (self.waterlevel == 3)
  415.     {
  416.         DeathBubbles(20);
  417.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  418.         return;
  419.     }
  420.     
  421.     rs = rint ((random() * 4) + 1);
  422.     if (rs == 1)
  423.         self.noise = "player/death1.wav";
  424.     if (rs == 2)
  425.         self.noise = "player/death2.wav";
  426.     if (rs == 3)
  427.         self.noise = "player/death3.wav";
  428.     if (rs == 4)
  429.         self.noise = "player/death4.wav";
  430.     if (rs == 5)
  431.         self.noise = "player/death5.wav";
  432.  
  433.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  434.     return;
  435. };
  436.  
  437.  
  438. void() PlayerDead =
  439. {
  440.     self.nextthink = -1;
  441. // allow respawn after a certain time
  442.     self.deadflag = DEAD_DEAD;
  443. };
  444.  
  445. vector(float dm) VelocityForDamage =
  446. {
  447.     local vector v;
  448.  
  449.     v_x = 100 * crandom();
  450.     v_y = 100 * crandom();
  451.     v_z = 200 + 100 * random();
  452.  
  453.     if (dm > -50)
  454.     {
  455. //        dprint ("level 1\n");
  456.         v = v * 0.7;
  457.     }
  458.     else if (dm > -200)
  459.     {
  460. //        dprint ("level 3\n");
  461.         v = v * 2;
  462.     }
  463.     else
  464.         v = v * 10;
  465.  
  466.     return v;
  467. };
  468.  
  469. void(string gibname, float dm) ThrowGib =
  470. {
  471.     local    entity new;
  472.  
  473.     new = spawn();
  474.     new.origin = self.origin;
  475.     setmodel (new, gibname);
  476.     setsize (new, '0 0 0', '0 0 0');
  477.     new.velocity = VelocityForDamage (dm);
  478.     new.movetype = MOVETYPE_BOUNCE;
  479.     new.solid = SOLID_NOT;
  480.     new.avelocity_x = random()*600;
  481.     new.avelocity_y = random()*600;
  482.     new.avelocity_z = random()*600;
  483.     new.think = SUB_Remove;
  484.     new.ltime = time;
  485.     new.nextthink = time + 10 + random()*10;
  486.     new.frame = 0;
  487.     new.flags = 0;
  488. };
  489.  
  490. void(string gibname, float dm) ThrowHead =
  491. {
  492.     setmodel (self, gibname);
  493.     self.frame = 0;
  494.     self.nextthink = -1;
  495.     self.movetype = MOVETYPE_BOUNCE;
  496.     self.takedamage = DAMAGE_NO;
  497.     self.solid = SOLID_NOT;
  498.     self.view_ofs = '0 0 8';
  499.     setsize (self, '-16 -16 0', '16 16 56');
  500.     self.velocity = VelocityForDamage (dm);
  501.     self.origin_z = self.origin_z - 24;
  502.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  503.     self.avelocity = crandom() * '0 600 0';
  504. };
  505.  
  506.  
  507. void() GibPlayer =
  508. {
  509.     ThrowHead ("progs/h_player.mdl", self.health);
  510.     ThrowGib ("progs/gib1.mdl", self.health);
  511.     ThrowGib ("progs/gib2.mdl", self.health);
  512.     ThrowGib ("progs/gib3.mdl", self.health);
  513.  
  514.     self.deadflag = DEAD_DEAD;
  515.  
  516.     if (damage_attacker.classname == "teledeath")
  517.     {
  518.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  519.         return;
  520.     }
  521.  
  522.     if (damage_attacker.classname == "teledeath2")
  523.     {
  524.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  525.         return;
  526.     }
  527.         
  528.     if (random() < 0.5)
  529.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  530.     else
  531.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  532. };
  533.  
  534. void() PlayerDie =
  535. {
  536.     local    float    i;
  537.     
  538.     self.items = self.items - (self.items & IT_INVISIBILITY);
  539.     self.invisible_finished = 0;    // don't die as eyes
  540.     self.invincible_finished = 0;
  541.     self.super_damage_finished = 0;
  542.     self.radsuit_finished = 0;
  543.     self.modelindex = modelindex_player;    // don't use eyes
  544.  
  545.     if (deathmatch || coop)
  546.         DropBackpack();
  547.     
  548.     self.weaponmodel="";
  549.     self.view_ofs = '0 0 -8';
  550.     self.deadflag = DEAD_DYING;
  551.     self.solid = SOLID_NOT;
  552.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  553.     self.movetype = MOVETYPE_TOSS;
  554.     if (self.velocity_z < 10)
  555.         self.velocity_z = self.velocity_z + random()*300;
  556.  
  557.     if (self.health < -40)
  558.     {
  559.         GibPlayer ();
  560.         return;
  561.     }
  562.  
  563.     DeathSound();
  564.     
  565.     self.angles_x = 0;
  566.     self.angles_z = 0;
  567.     
  568.     if (self.weapon == IT_AXE)
  569.     {
  570.         player_die_ax1 ();
  571.         return;
  572.     }
  573.     
  574.     i = cvar("temp1");
  575.     if (!i)
  576.         i = 1 + floor(random()*6);
  577.     
  578.     if (i == 1)
  579.         player_diea1();
  580.     else if (i == 2)
  581.         player_dieb1();
  582.     else if (i == 3)
  583.         player_diec1();
  584.     else if (i == 4)
  585.         player_died1();
  586.     else
  587.         player_diee1();
  588.  
  589. };
  590.  
  591. void() set_suicide_frame =
  592. {    // used by klill command and diconnect command
  593.     if (self.model != "progs/player.mdl")
  594.         return;    // allready gibbed
  595.     self.frame = $deatha11;
  596.     self.solid = SOLID_NOT;
  597.     self.movetype = MOVETYPE_TOSS;
  598.     self.deadflag = DEAD_DEAD;
  599.     self.nextthink = -1;
  600. };
  601.  
  602.  
  603. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  604. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  605. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  606. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  607. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  608. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  609. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  610. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  611. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  612. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  613. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  614.  
  615. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  616. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  617. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  618. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  619. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  620. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  621. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  622. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  623. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  624.  
  625. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  626. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  627. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  628. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  629. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  630. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  631. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  632. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  633. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  634. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  635. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  636. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  637. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  638. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  639. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  640.  
  641. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  642. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  643. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  644. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  645. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  646. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  647. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  648. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  649. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  650.  
  651. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  652. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  653. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  654. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  655. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  656. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  657. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  658. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  659. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  660.  
  661. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  662. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  663. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  664. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  665. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  666. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  667. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  668. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  669. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  670.