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Text File  |  1996-09-04  |  19KB  |  676 lines

  1.  
  2. void() bubble_bob;
  3.  
  4. /*
  5. ===============================================================================
  6.  
  7. PLAYER
  8.  
  9. ==============================================================================
  10. */
  11.  
  12. $cd /raid/quake/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.  
  73. //==========================================================================
  74. $frame harpoon1 harpoon2
  75. //==========================================================================
  76.  
  77. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  78.  
  79. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  80.  
  81. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  82.  
  83. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  84.  
  85. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  86.  
  87.  
  88. /*
  89. ==============================================================================
  90. PLAYER
  91. ==============================================================================
  92. */
  93.  
  94. void() player_run;
  95.  
  96. void()    player_stand1 =[    $axstnd1,    player_stand1    ]
  97. {
  98.     self.weaponframe=0;
  99.     if (self.velocity_x || self.velocity_y)
  100.     {
  101.         self.walkframe=0;
  102.         player_run();
  103.         return;
  104.     }
  105.  
  106.     if (self.weapon == IT_AXE)
  107.     {
  108.         if (self.walkframe >= 12)
  109.             self.walkframe = 0;
  110.         self.frame = $axstnd1 + self.walkframe;
  111.     }
  112.     else
  113.     {
  114.         if (self.walkframe >= 5)
  115.             self.walkframe = 0;
  116.         self.frame = $stand1 + self.walkframe;
  117.     }
  118.     self.walkframe = self.walkframe + 1;    
  119. };
  120.  
  121. void()    player_run =[    $rockrun1,    player_run    ]
  122. {
  123.     self.weaponframe=0;
  124.     if (!self.velocity_x && !self.velocity_y)
  125.     {
  126.         self.walkframe=0;
  127.         player_stand1();
  128.         return;
  129.     }
  130.  
  131.     if (self.weapon == IT_AXE)
  132.     {
  133.         if (self.walkframe == 6)
  134.             self.walkframe = 0;
  135.         self.frame = $axrun1 + self.walkframe;
  136.     }
  137.     else
  138.     {
  139.         if (self.walkframe == 6)
  140.             self.walkframe = 0;
  141.         self.frame = self.frame + self.walkframe;
  142.     }
  143.     self.walkframe = self.walkframe + 1;
  144. };
  145.  
  146.  
  147. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  148. self.effects = self.effects | EF_MUZZLEFLASH;};
  149. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  150. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  151. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  152. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  153. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  154.  
  155. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  156. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  157. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  158. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  159.  
  160. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  161. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  162. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  163. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  164.  
  165. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  166. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  167. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  168. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  169.  
  170. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  171. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  172. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  173. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  174.  
  175.  
  176. //============================================================================
  177.  
  178. void() player_nail1   =[$nailatt1, player_nail2  ] 
  179. {
  180.     self.effects = self.effects | EF_MUZZLEFLASH;
  181.  
  182.     if (!self.button0)
  183.         {player_run ();return;}
  184.     self.weaponframe = self.weaponframe + 1;
  185.     if (self.weaponframe == 9)
  186.         self.weaponframe = 1;
  187.     SuperDamageSound();
  188.     W_FireSpikes (4);
  189.     self.attack_finished = time + 0.2;
  190. };
  191. void() player_nail2   =[$nailatt2, player_nail1  ]
  192. {
  193.     self.effects = self.effects | EF_MUZZLEFLASH;
  194.  
  195.     if (!self.button0)
  196.         {player_run ();return;}
  197.     self.weaponframe = self.weaponframe + 1;
  198.     if (self.weaponframe == 9)
  199.         self.weaponframe = 1;
  200.     SuperDamageSound();
  201.     W_FireSpikes (-4);
  202.     self.attack_finished = time + 0.2;
  203. };
  204.  
  205. //============================================================================
  206.  
  207. void() player_light1   =[$light1, player_light2  ] 
  208. {
  209.     self.effects = self.effects | EF_MUZZLEFLASH;
  210.  
  211.     if (!self.button0)
  212.         {player_run ();return;}
  213.     self.weaponframe = self.weaponframe + 1;
  214.     if (self.weaponframe == 5)
  215.         self.weaponframe = 1;
  216.     SuperDamageSound();
  217.     W_FireLightning();
  218.     self.attack_finished = time + 0.2;
  219. };
  220. void() player_light2   =[$light2, player_light1  ]
  221. {
  222.     self.effects = self.effects | EF_MUZZLEFLASH;
  223.  
  224.     if (!self.button0)
  225.         {player_run ();return;}
  226.     self.weaponframe = self.weaponframe + 1;
  227.     if (self.weaponframe == 5)
  228.         self.weaponframe = 1;
  229.     SuperDamageSound();
  230.     W_FireLightning();
  231.     self.attack_finished = time + 0.2;
  232. };
  233.  
  234. //============================================================================
  235.  
  236.  
  237. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  238. self.effects = self.effects | EF_MUZZLEFLASH;};
  239. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  240. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  241. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  242. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  243. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  244.  
  245. //=======================================================================
  246. void() player_harpoon1   =[$harpoon1, player_harpoon2  ] {self.weaponframe=1;
  247. self.effects = self.effects | EF_MUZZLEFLASH;};
  248. void() player_harpoon2   =[$harpoon2, player_run  ] {self.weaponframe=2;};
  249.  
  250.  
  251.  
  252.  
  253. //=======================================================================
  254.  
  255. void(float num_bubbles) DeathBubbles;
  256.  
  257. void() PainSound =
  258. {
  259. local float        rs;
  260.  
  261.     if (self.health < 0)
  262.         return;
  263.  
  264.     if (damage_attacker.classname == "teledeath")
  265.     {
  266.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  267.         return;
  268.     }
  269.  
  270. // water pain sounds
  271.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  272.     {
  273.         DeathBubbles(1);
  274.         if (random() > 0.5)
  275.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  276.         else
  277.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  278.         return;
  279.     }
  280.  
  281. // slime pain sounds
  282.     if (self.watertype == CONTENT_SLIME)
  283.     {
  284. // FIX ME    put in some steam here
  285.         if (random() > 0.5)
  286.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  287.         else
  288.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  289.         return;
  290.     }
  291.  
  292.     if (self.watertype == CONTENT_LAVA)
  293.     {
  294.         if (random() > 0.5)
  295.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  296.         else
  297.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  298.         return;
  299.     }
  300.  
  301.     if (self.pain_finished > time)
  302.     {
  303.         self.axhitme = 0;
  304.         return;
  305.     }
  306.     self.pain_finished = time + 0.5;
  307.  
  308. // don't make multiple pain sounds right after each other
  309.  
  310. // ax pain sound
  311.     if (self.axhitme == 1)
  312.     {
  313.         self.axhitme = 0;
  314.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  315.         return;
  316.     }
  317.     
  318.  
  319.     rs = rint((random() * 5) + 1);
  320.  
  321.     self.noise = "";
  322.     if (rs == 1)
  323.         self.noise = "player/pain1.wav";
  324.     else if (rs == 2)
  325.         self.noise = "player/pain2.wav";
  326.     else if (rs == 3)
  327.         self.noise = "player/pain3.wav";
  328.     else if (rs == 4)
  329.         self.noise = "player/pain4.wav";
  330.     else if (rs == 5)
  331.         self.noise = "player/pain5.wav";
  332.     else
  333.         self.noise = "player/pain6.wav";
  334.  
  335.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  336.     return;
  337. };
  338.  
  339. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  340. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  341. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  342. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  343. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  344. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  345.  
  346. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  347. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  348. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  349. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  350. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  351. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  352.  
  353. void() player_pain =
  354. {
  355.     if (self.weaponframe)
  356.         return;
  357.  
  358.     if (self.invisible_finished > time)
  359.         return;        // eyes don't have pain frames
  360.  
  361.     if (self.weapon == IT_AXE)
  362.         player_axpain1 ();
  363.     else
  364.         player_pain1 ();
  365. };
  366.  
  367. void() player_diea1;
  368. void() player_dieb1;
  369. void() player_diec1;
  370. void() player_died1;
  371. void() player_diee1;
  372. void() player_die_ax1;
  373.  
  374. void() DeathBubblesSpawn =
  375. {
  376. local entity    bubble;
  377.     if (self.owner.waterlevel != 3)
  378.         return;
  379.     bubble = spawn();
  380.     setmodel (bubble, "progs/s_bubble.spr");
  381.     setorigin (bubble, self.owner.origin + '0 0 24');
  382.     bubble.movetype = MOVETYPE_NOCLIP;
  383.     bubble.solid = SOLID_NOT;
  384.     bubble.velocity = '0 0 15';
  385.     bubble.nextthink = time + 0.5;
  386.     bubble.think = bubble_bob;
  387.     bubble.classname = "bubble";
  388.     bubble.frame = 0;
  389.     bubble.cnt = 0;
  390.     setsize (bubble, '-8 -8 -8', '8 8 8');
  391.     self.nextthink = time + 0.1;
  392.     self.think = DeathBubblesSpawn;
  393.     self.air_finished = self.air_finished + 1;
  394.     if (self.air_finished >= self.bubble_count)
  395.         remove(self);
  396. };
  397.  
  398. void(float num_bubbles) DeathBubbles =
  399. {
  400. local entity    bubble_spawner;
  401.     
  402.     bubble_spawner = spawn();
  403.     setorigin (bubble_spawner, self.origin);
  404.     bubble_spawner.movetype = MOVETYPE_NONE;
  405.     bubble_spawner.solid = SOLID_NOT;
  406.     bubble_spawner.nextthink = time + 0.1;
  407.     bubble_spawner.think = DeathBubblesSpawn;
  408.     bubble_spawner.air_finished = 0;
  409.     bubble_spawner.owner = self;
  410.     bubble_spawner.bubble_count = num_bubbles;
  411.     return;
  412. };
  413.  
  414.  
  415. void() DeathSound =
  416. {
  417. local float        rs;
  418.  
  419.     // water death sounds
  420.     if (self.waterlevel == 3)
  421.     {
  422.         DeathBubbles(20);
  423.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  424.         return;
  425.     }
  426.     
  427.     rs = rint ((random() * 4) + 1);
  428.     if (rs == 1)
  429.         self.noise = "player/death1.wav";
  430.     if (rs == 2)
  431.         self.noise = "player/death2.wav";
  432.     if (rs == 3)
  433.         self.noise = "player/death3.wav";
  434.     if (rs == 4)
  435.         self.noise = "player/death4.wav";
  436.     if (rs == 5)
  437.         self.noise = "player/death5.wav";
  438.  
  439.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  440.     return;
  441. };
  442.  
  443.  
  444. void() PlayerDead =
  445. {
  446.     self.nextthink = -1;
  447. // allow respawn after a certain time
  448.     self.deadflag = DEAD_DEAD;
  449. };
  450.  
  451. vector(float dm) VelocityForDamage =
  452. {
  453.     local vector v;
  454.  
  455.     v_x = 100 * crandom();
  456.     v_y = 100 * crandom();
  457.     v_z = 200 + 100 * random();
  458.  
  459.     if (dm > -50)
  460.     {
  461. //        dprint ("level 1\n");
  462.         v = v * 0.7;
  463.     }
  464.     else if (dm > -200)
  465.     {
  466. //        dprint ("level 3\n");
  467.         v = v * 2;
  468.     }
  469.     else
  470.         v = v * 10;
  471.  
  472.     return v;
  473. };
  474.  
  475. void(string gibname, float dm) ThrowGib =
  476. {
  477.     local    entity new;
  478.  
  479.     new = spawn();
  480.     new.origin = self.origin;
  481.     setmodel (new, gibname);
  482.     setsize (new, '0 0 0', '0 0 0');
  483.     new.velocity = VelocityForDamage (dm);
  484.     new.movetype = MOVETYPE_BOUNCE;
  485.     new.solid = SOLID_NOT;
  486.     new.avelocity_x = random()*600;
  487.     new.avelocity_y = random()*600;
  488.     new.avelocity_z = random()*600;
  489.     new.think = SUB_Remove;
  490.     new.ltime = time;
  491.     new.nextthink = time + 10 + random()*10;
  492.     new.frame = 0;
  493.     new.flags = 0;
  494. };
  495.  
  496. void(string gibname, float dm) ThrowHead =
  497. {
  498.     setmodel (self, gibname);
  499.     self.frame = 0;
  500.     self.nextthink = -1;
  501.     self.movetype = MOVETYPE_BOUNCE;
  502.     self.takedamage = DAMAGE_NO;
  503.     self.solid = SOLID_NOT;
  504.     self.view_ofs = '0 0 8';
  505.     setsize (self, '-16 -16 0', '16 16 56');
  506.     self.velocity = VelocityForDamage (dm);
  507.     self.origin_z = self.origin_z - 24;
  508.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  509.     self.avelocity = crandom() * '0 600 0';
  510. };
  511.  
  512.  
  513. void() GibPlayer =
  514. {
  515.     ThrowHead ("progs/h_player.mdl", self.health);
  516.     ThrowGib ("progs/gib1.mdl", self.health);
  517.     ThrowGib ("progs/gib2.mdl", self.health);
  518.     ThrowGib ("progs/gib3.mdl", self.health);
  519.  
  520.     self.deadflag = DEAD_DEAD;
  521.  
  522.     if (damage_attacker.classname == "teledeath")
  523.     {
  524.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  525.         return;
  526.     }
  527.  
  528.     if (damage_attacker.classname == "teledeath2")
  529.     {
  530.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  531.         return;
  532.     }
  533.         
  534.     if (random() < 0.5)
  535.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  536.     else
  537.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  538. };
  539.  
  540. void() PlayerDie =
  541. {
  542.     local    float    i;
  543.     
  544.     self.items = self.items - (self.items & IT_INVISIBILITY);
  545.     self.invisible_finished = 0;    // don't die as eyes
  546.     self.invincible_finished = 0;
  547.     self.super_damage_finished = 0;
  548.     self.radsuit_finished = 0;
  549.     self.modelindex = modelindex_player;    // don't use eyes
  550.  
  551.     if (deathmatch || coop)
  552.         DropBackpack();
  553.     
  554.     self.weaponmodel="";
  555.     self.view_ofs = '0 0 -8';
  556.     self.deadflag = DEAD_DYING;
  557.     self.solid = SOLID_NOT;
  558.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  559.     self.movetype = MOVETYPE_TOSS;
  560.     if (self.velocity_z < 10)
  561.         self.velocity_z = self.velocity_z + random()*300;
  562.  
  563.     if (self.health < -40)
  564.     {
  565.         GibPlayer ();
  566.         return;
  567.     }
  568.  
  569.     DeathSound();
  570.     
  571.     self.angles_x = 0;
  572.     self.angles_z = 0;
  573.     
  574.     if (self.weapon == IT_AXE)
  575.     {
  576.         player_die_ax1 ();
  577.         return;
  578.     }
  579.     
  580.     i = cvar("temp1");
  581.     if (!i)
  582.         i = 1 + floor(random()*6);
  583.     
  584.     if (i == 1)
  585.         player_diea1();
  586.     else if (i == 2)
  587.         player_dieb1();
  588.     else if (i == 3)
  589.         player_diec1();
  590.     else if (i == 4)
  591.         player_died1();
  592.     else
  593.         player_diee1();
  594.  
  595. };
  596.  
  597. void() set_suicide_frame =
  598. {    // used by klill command and diconnect command
  599.     if (self.model != "progs/player.mdl")
  600.         return;    // allready gibbed
  601.     self.frame = $deatha11;
  602.     self.solid = SOLID_NOT;
  603.     self.movetype = MOVETYPE_TOSS;
  604.     self.deadflag = DEAD_DEAD;
  605.     self.nextthink = -1;
  606. };
  607.  
  608.  
  609. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  610. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  611. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  612. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  613. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  614. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  615. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  616. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  617. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  618. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  619. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  620.  
  621. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  622. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  623. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  624. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  625. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  626. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  627. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  628. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  629. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  630.  
  631. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  632. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  633. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  634. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  635. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  636. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  637. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  638. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  639. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  640. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  641. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  642. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  643. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  644. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  645. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  646.  
  647. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  648. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  649. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  650. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  651. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  652. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  653. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  654. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  655. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  656.  
  657. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  658. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  659. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  660. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  661. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  662. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  663. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  664. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  665. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  666.  
  667. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  668. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  669. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  670. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  671. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  672. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  673. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  674. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  675. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  676.