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Text File  |  1996-10-06  |  20KB  |  720 lines

  1.  
  2. void() bubble_bob;
  3. void () W_FireChain;
  4. void () player_chain5;
  5. void () player_chain4;
  6.  
  7. /*
  8. ==============================================================================
  9.  
  10. PLAYER
  11.  
  12. ==============================================================================
  13. */
  14.  
  15. $cd /raid/quake/id1/models/player_4
  16. $origin 0 -6 24
  17. $base base        
  18. $skin skin
  19.  
  20. //
  21. // running
  22. //
  23. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  24.  
  25. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  26.  
  27. //
  28. // standing
  29. //
  30. $frame stand1 stand2 stand3 stand4 stand5
  31.  
  32. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  33. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  34.  
  35.  
  36. //
  37. // pain
  38. //
  39. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  40.  
  41. $frame pain1 pain2 pain3 pain4 pain5 pain6
  42.  
  43.  
  44. //
  45. // death
  46. //
  47.  
  48. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  49. $frame axdeth7 axdeth8 axdeth9
  50.  
  51. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  52. $frame deatha9 deatha10 deatha11
  53.  
  54. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  55. $frame deathb9
  56.  
  57. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  58. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  59.  
  60. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  61. $frame deathd8 deathd9
  62.  
  63. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  64. $frame deathe8 deathe9
  65.  
  66. //
  67. // attacks
  68. //
  69. $frame nailatt1 nailatt2
  70.  
  71. $frame light1 light2
  72.  
  73. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  74.  
  75. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  76.  
  77. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  78.  
  79. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  80.  
  81. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  82.  
  83. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  84.  
  85.  
  86. /*
  87. ==============================================================================
  88. PLAYER
  89. ==============================================================================
  90. */
  91.  
  92. void() player_run;
  93.  
  94. void()    player_stand1 =[    $axstnd1,    player_stand1    ]
  95. {
  96.     self.weaponframe=0;
  97.     if (self.velocity_x || self.velocity_y)
  98.     {
  99.         self.walkframe=0;
  100.         player_run();
  101.         return;
  102.     }
  103.  
  104.         if ((self.weapon == IT_AXE) || (self.weapon == IT_MORNINGSTAR))
  105.     {
  106.         if (self.walkframe >= 12)
  107.             self.walkframe = 0;
  108.         self.frame = $axstnd1 + self.walkframe;
  109.     }
  110.     else
  111.     {
  112.         if (self.walkframe >= 5)
  113.             self.walkframe = 0;
  114.         self.frame = $stand1 + self.walkframe;
  115.     }
  116.     self.walkframe = self.walkframe + 1;    
  117. };
  118.  
  119. void()    player_run =[    $rockrun1,    player_run    ]
  120. {
  121.     self.weaponframe=0;
  122.     if (!self.velocity_x && !self.velocity_y)
  123.     {
  124.         self.walkframe=0;
  125.         player_stand1();
  126.         return;
  127.     }
  128.  
  129.         if ((self.weapon == IT_AXE) || (self.weapon == IT_MORNINGSTAR))
  130.     {
  131.         if (self.walkframe == 6)
  132.             self.walkframe = 0;
  133.         self.frame = $axrun1 + self.walkframe;
  134.     }
  135.     else
  136.     {
  137.         if (self.walkframe == 6)
  138.             self.walkframe = 0;
  139.         self.frame = self.frame + self.walkframe;
  140.     }
  141. /*
  142. MOD
  143. Footsteps v0.5
  144. by Brett "Vuh" Wagner
  145. brettw@compumedia.com
  146. comments welcome
  147. MOD
  148. */
  149.       if ((self.speed & FOOTSTEPS_ON))
  150.       {
  151.         if (self.walkframe == 1 || self.walkframe == 4 )
  152.         {
  153.                 if (checkbottom(self) == TRUE)
  154.                 {
  155.                         if (self.waterlevel == 0)
  156.                                 sound (self, CHAN_VOICE, "player/step.wav", 1, ATTN_NORM);
  157.                 }
  158.         }
  159.       }
  160. /*
  161. END MOD
  162. Footsteps v0.5
  163. END MOD
  164. */
  165.     self.walkframe = self.walkframe + 1;
  166. };
  167.  
  168.  
  169. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  170. self.effects = self.effects | EF_MUZZLEFLASH;};
  171. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  172. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  173. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  174. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  175. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  176.  
  177. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  178. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  179. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  180. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  181.  
  182. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  183. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  184. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  185. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  186.  
  187. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  188. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  189. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  190. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  191.  
  192. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  193. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  194. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  195. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  196.  
  197. void()  player_chain1=  [$axattd1, player_chain2 ] {self.weaponframe=2;};
  198. void()  player_chain2=  [$axattd2, player_chain3 ] {self.weaponframe=3;W_FireChain();};
  199. void()  player_chain3=  [$axattd3, player_chain3 ]
  200. {
  201.         self.weaponframe=3;
  202.         if (!self.hook_out)
  203.         {
  204.                 player_chain5();
  205.                 return;
  206.         }
  207.         if (vlen(self.velocity) >= 750)
  208.         {
  209.                 player_chain4();
  210.                 return;
  211.         }
  212. };
  213.  
  214. void() player_chain4=  [$deathc4, player_chain4 ]
  215. {
  216.         self.weaponframe=4;
  217.         if (!self.hook_out)
  218.         {
  219.                 player_chain5();
  220.                 return;
  221.         }
  222.         if (vlen(self.velocity) < 750)
  223.         {
  224.                 player_chain3();
  225.                 return;
  226.         }
  227. };
  228.  
  229. void()  player_chain5=  [$axattd4, player_run    ] {self.weaponframe=5;};
  230.  
  231. //============================================================================
  232.  
  233. void() player_nail1   =[$nailatt1, player_nail2  ] 
  234. {
  235.     self.effects = self.effects | EF_MUZZLEFLASH;
  236.  
  237.     if (!self.button0)
  238.         {player_run ();return;}
  239.     self.weaponframe = self.weaponframe + 1;
  240.     if (self.weaponframe == 9)
  241.         self.weaponframe = 1;
  242.     SuperDamageSound();
  243.     W_FireSpikes (4);
  244.     self.attack_finished = time + 0.2;
  245. };
  246. void() player_nail2   =[$nailatt2, player_nail1  ]
  247. {
  248.     self.effects = self.effects | EF_MUZZLEFLASH;
  249.  
  250.     if (!self.button0)
  251.         {player_run ();return;}
  252.     self.weaponframe = self.weaponframe + 1;
  253.     if (self.weaponframe == 9)
  254.         self.weaponframe = 1;
  255.     SuperDamageSound();
  256.     W_FireSpikes (-4);
  257.     self.attack_finished = time + 0.2;
  258. };
  259.  
  260. //============================================================================
  261.  
  262. void() player_light1   =[$light1, player_light2  ] 
  263. {
  264.     self.effects = self.effects | EF_MUZZLEFLASH;
  265.  
  266.     if (!self.button0)
  267.         {player_run ();return;}
  268.     self.weaponframe = self.weaponframe + 1;
  269.     if (self.weaponframe == 5)
  270.         self.weaponframe = 1;
  271.     SuperDamageSound();
  272.     W_FireLightning();
  273.     self.attack_finished = time + 0.2;
  274. };
  275. void() player_light2   =[$light2, player_light1  ]
  276. {
  277.     self.effects = self.effects | EF_MUZZLEFLASH;
  278.  
  279.     if (!self.button0)
  280.         {player_run ();return;}
  281.     self.weaponframe = self.weaponframe + 1;
  282.     if (self.weaponframe == 5)
  283.         self.weaponframe = 1;
  284.     SuperDamageSound();
  285.     W_FireLightning();
  286.     self.attack_finished = time + 0.2;
  287. };
  288.  
  289. //============================================================================
  290.  
  291.  
  292. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  293. self.effects = self.effects | EF_MUZZLEFLASH;};
  294. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  295. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  296. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  297. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  298. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  299. void(float num_bubbles) DeathBubbles;
  300.  
  301. void() PainSound =
  302. {
  303. local float        rs;
  304.  
  305.     if (self.health < 0)
  306.         return;
  307.  
  308.     if (damage_attacker.classname == "teledeath")
  309.     {
  310.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  311.         return;
  312.     }
  313.  
  314. // water pain sounds
  315.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  316.     {
  317.         DeathBubbles(1);
  318.         if (random() > 0.5)
  319.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  320.         else
  321.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  322.         return;
  323.     }
  324.  
  325. // slime pain sounds
  326.     if (self.watertype == CONTENT_SLIME)
  327.     {
  328. // FIX ME    put in some steam here
  329.         if (random() > 0.5)
  330.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  331.         else
  332.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  333.         return;
  334.     }
  335.  
  336.     if (self.watertype == CONTENT_LAVA)
  337.     {
  338.         if (random() > 0.5)
  339.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  340.         else
  341.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  342.         return;
  343.     }
  344.  
  345.     if (self.pain_finished > time)
  346.     {
  347.         self.axhitme = 0;
  348.         return;
  349.     }
  350.     self.pain_finished = time + 0.5;
  351.  
  352. // don't make multiple pain sounds right after each other
  353.  
  354. // ax pain sound
  355.     if (self.axhitme == 1)
  356.     {
  357.         self.axhitme = 0;
  358.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  359.         return;
  360.     }
  361.     
  362.  
  363.     rs = rint((random() * 5) + 1);
  364.  
  365.     self.noise = "";
  366.     if (rs == 1)
  367.         self.noise = "player/pain1.wav";
  368.     else if (rs == 2)
  369.         self.noise = "player/pain2.wav";
  370.     else if (rs == 3)
  371.         self.noise = "player/pain3.wav";
  372.     else if (rs == 4)
  373.         self.noise = "player/pain4.wav";
  374.     else if (rs == 5)
  375.         self.noise = "player/pain5.wav";
  376.     else
  377.         self.noise = "player/pain6.wav";
  378.  
  379.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  380.     return;
  381. };
  382.  
  383. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  384. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  385. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  386. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  387. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  388. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  389.  
  390. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  391. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  392. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  393. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  394. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  395. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  396.  
  397. void() player_pain =
  398. {
  399.     if (self.weaponframe)
  400.         return;
  401.  
  402.     if (self.invisible_finished > time)
  403.         return;        // eyes don't have pain frames
  404.  
  405.         if ((self.weapon == IT_AXE) || (self.weapon == IT_MORNINGSTAR))
  406.         player_axpain1 ();
  407.     else
  408.         player_pain1 ();
  409. };
  410.  
  411. void() player_diea1;
  412. void() player_dieb1;
  413. void() player_diec1;
  414. void() player_died1;
  415. void() player_diee1;
  416. void() player_die_ax1;
  417.  
  418. void() DeathBubblesSpawn =
  419. {
  420. local entity    bubble;
  421.     if (self.owner.waterlevel != 3)
  422.         return;
  423.     bubble = spawn();
  424.     setmodel (bubble, "progs/s_bubble.spr");
  425.     setorigin (bubble, self.owner.origin + '0 0 24');
  426.     bubble.movetype = MOVETYPE_NOCLIP;
  427.     bubble.solid = SOLID_NOT;
  428.     bubble.velocity = '0 0 15';
  429.     bubble.nextthink = time + 0.5;
  430.     bubble.think = bubble_bob;
  431.     bubble.classname = "bubble";
  432.     bubble.frame = 0;
  433.     bubble.cnt = 0;
  434.     setsize (bubble, '-8 -8 -8', '8 8 8');
  435.     self.nextthink = time + 0.1;
  436.     self.think = DeathBubblesSpawn;
  437.     self.air_finished = self.air_finished + 1;
  438.     if (self.air_finished >= self.bubble_count)
  439.         remove(self);
  440. };
  441.  
  442. void(float num_bubbles) DeathBubbles =
  443. {
  444. local entity    bubble_spawner;
  445.     
  446.     bubble_spawner = spawn();
  447.     setorigin (bubble_spawner, self.origin);
  448.     bubble_spawner.movetype = MOVETYPE_NONE;
  449.     bubble_spawner.solid = SOLID_NOT;
  450.     bubble_spawner.nextthink = time + 0.1;
  451.     bubble_spawner.think = DeathBubblesSpawn;
  452.     bubble_spawner.air_finished = 0;
  453.     bubble_spawner.owner = self;
  454.     bubble_spawner.bubble_count = num_bubbles;
  455.     return;
  456. };
  457.  
  458.  
  459. void() DeathSound =
  460. {
  461. local float        rs;
  462.  
  463.     // water death sounds
  464.     if (self.waterlevel == 3)
  465.     {
  466.         DeathBubbles(20);
  467.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  468.         return;
  469.     }
  470.     
  471.     rs = rint ((random() * 4) + 1);
  472.     if (rs == 1)
  473.         self.noise = "player/death1.wav";
  474.     if (rs == 2)
  475.         self.noise = "player/death2.wav";
  476.     if (rs == 3)
  477.         self.noise = "player/death3.wav";
  478.     if (rs == 4)
  479.         self.noise = "player/death4.wav";
  480.     if (rs == 5)
  481.         self.noise = "player/death5.wav";
  482.  
  483.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  484.     return;
  485. };
  486.  
  487.  
  488. void() PlayerDead =
  489. {
  490.     self.nextthink = -1;
  491. // allow respawn after a certain time
  492.     self.deadflag = DEAD_DEAD;
  493. };
  494.  
  495. vector(float dm) VelocityForDamage =
  496. {
  497.     local vector v;
  498.  
  499.     v_x = 100 * crandom();
  500.     v_y = 100 * crandom();
  501.     v_z = 200 + 100 * random();
  502.  
  503.     if (dm > -50)
  504.     {
  505. //        dprint ("level 1\n");
  506.         v = v * 0.7;
  507.     }
  508.     else if (dm > -200)
  509.     {
  510. //        dprint ("level 3\n");
  511.         v = v * 2;
  512.     }
  513.     else
  514.         v = v * 10;
  515.  
  516.     return v;
  517. };
  518.  
  519. void(string gibname, float dm) ThrowGib =
  520. {
  521.     local    entity new;
  522.  
  523.     new = spawn();
  524.     new.origin = self.origin;
  525.     setmodel (new, gibname);
  526.     setsize (new, '0 0 0', '0 0 0');
  527.     new.velocity = VelocityForDamage (dm);
  528.     new.movetype = MOVETYPE_BOUNCE;
  529.     new.solid = SOLID_NOT;
  530.     new.avelocity_x = random()*600;
  531.     new.avelocity_y = random()*600;
  532.     new.avelocity_z = random()*600;
  533.     new.think = SUB_Remove;
  534.     new.ltime = time;
  535.     new.nextthink = time + 10 + random()*10;
  536.     new.frame = 0;
  537.     new.flags = 0;
  538. };
  539.  
  540. void(string gibname, float dm) ThrowHead =
  541. {
  542.     setmodel (self, gibname);
  543.     self.frame = 0;
  544.     self.nextthink = -1;
  545.     self.movetype = MOVETYPE_BOUNCE;
  546.     self.takedamage = DAMAGE_NO;
  547.     self.solid = SOLID_NOT;
  548.     self.view_ofs = '0 0 8';
  549.     setsize (self, '-16 -16 0', '16 16 56');
  550.     self.velocity = VelocityForDamage (dm);
  551.     self.origin_z = self.origin_z - 24;
  552.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  553.     self.avelocity = crandom() * '0 600 0';
  554. };
  555.  
  556.  
  557. void() GibPlayer =
  558. {
  559.     ThrowHead ("progs/h_player.mdl", self.health);
  560.     ThrowGib ("progs/gib1.mdl", self.health);
  561.     ThrowGib ("progs/gib2.mdl", self.health);
  562.     ThrowGib ("progs/gib3.mdl", self.health);
  563.  
  564.     self.deadflag = DEAD_DEAD;
  565.  
  566.     if (damage_attacker.classname == "teledeath")
  567.     {
  568.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  569.         return;
  570.     }
  571.  
  572.     if (damage_attacker.classname == "teledeath2")
  573.     {
  574.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  575.         return;
  576.     }
  577.         
  578.     if (random() < 0.5)
  579.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  580.     else
  581.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  582. };
  583.  
  584. void() PlayerDie =
  585. {
  586.     local    float    i;
  587.     
  588.     self.items = self.items - (self.items & IT_INVISIBILITY);
  589.     self.invisible_finished = 0;    // don't die as eyes
  590.     self.invincible_finished = 0;
  591.     self.super_damage_finished = 0;
  592.     self.radsuit_finished = 0;
  593.     self.modelindex = modelindex_player;    // don't use eyes
  594.  
  595.     if (deathmatch || coop)
  596.         DropBackpack();
  597.     
  598.     self.weaponmodel="";
  599.     self.view_ofs = '0 0 -8';
  600.     self.deadflag = DEAD_DYING;
  601.     self.solid = SOLID_NOT;
  602.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  603.     self.movetype = MOVETYPE_TOSS;
  604.     if (self.velocity_z < 10)
  605.         self.velocity_z = self.velocity_z + random()*300;
  606.  
  607.     if (self.health < -40)
  608.     {
  609.         GibPlayer ();
  610.         return;
  611.     }
  612.  
  613.     DeathSound();
  614.     
  615.     self.angles_x = 0;
  616.     self.angles_z = 0;
  617.     
  618.         if ((self.weapon == IT_AXE) || (self.weapon == IT_MORNINGSTAR))
  619.     {
  620.         player_die_ax1 ();
  621.         return;
  622.     }
  623.     
  624.     i = cvar("temp1");
  625.     if (!i)
  626.         i = 1 + floor(random()*6);
  627.     
  628.     if (i == 1)
  629.         player_diea1();
  630.     else if (i == 2)
  631.         player_dieb1();
  632.     else if (i == 3)
  633.         player_diec1();
  634.     else if (i == 4)
  635.         player_died1();
  636.     else
  637.         player_diee1();
  638.  
  639. };
  640.  
  641. void() set_suicide_frame =
  642. {    // used by klill command and diconnect command
  643.     if (self.model != "progs/player.mdl")
  644.         return;    // allready gibbed
  645.     self.frame = $deatha11;
  646.     self.solid = SOLID_NOT;
  647.     self.movetype = MOVETYPE_TOSS;
  648.     self.deadflag = DEAD_DEAD;
  649.     self.nextthink = -1;
  650. };
  651.  
  652.  
  653. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  654. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  655. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  656. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  657. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  658. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  659. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  660. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  661. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  662. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  663. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  664.  
  665. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  666. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  667. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  668. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  669. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  670. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  671. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  672. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  673. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  674.  
  675. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  676. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  677. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  678. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  679. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  680. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  681. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  682. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  683. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  684. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  685. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  686. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  687. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  688. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  689. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  690.  
  691. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  692. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  693. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  694. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  695. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  696. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  697. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  698. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  699. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  700.  
  701. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  702. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  703. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  704. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  705. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  706. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  707. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  708. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  709. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  710.  
  711. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  712. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  713. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  714. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  715. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  716. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  717. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  718. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  719. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  720.