home *** CD-ROM | disk | FTP | other *** search
/ The Arsenal Files 8 / The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO / g_quake / mega99.zip / PLAYER.QC < prev    next >
Text File  |  1996-08-04  |  18KB  |  660 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. $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.weaponframe=0;
  119.     if (!self.velocity_x && !self.velocity_y)
  120.     {
  121.         self.walkframe=0;
  122.         player_stand1();
  123.         return;
  124.     }
  125.  
  126.     if (self.weapon == IT_AXE)
  127.     {
  128.         if (self.walkframe == 6)
  129.             self.walkframe = 0;
  130.         self.frame = $axrun1 + self.walkframe;
  131.     }
  132.     else
  133.     {
  134.         if (self.walkframe == 6)
  135.             self.walkframe = 0;
  136.         self.frame = self.frame + self.walkframe;
  137.     }
  138.     self.walkframe = self.walkframe + 1;
  139. };
  140.  
  141.  
  142. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  143. self.effects = self.effects | EF_MUZZLEFLASH;};
  144. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  145. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  146. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  147. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  148. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  149.  
  150. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  151. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  152. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  153. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  154.  
  155. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  156. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  157. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  158. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  159.  
  160. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  161. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  162. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  163. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  164.  
  165. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  166. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  167. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  168. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  169.  
  170.  
  171. //============================================================================
  172.  
  173. void() player_nail1   =[$nailatt1, player_nail2  ] 
  174. {
  175.     self.effects = self.effects | EF_MUZZLEFLASH;
  176.  
  177.     if (!self.button0)
  178.         {player_run ();return;}
  179.     self.weaponframe = self.weaponframe + 1;
  180.     if (self.weaponframe == 9)
  181.         self.weaponframe = 1;
  182.     SuperDamageSound();
  183.     W_FireSpikes (4);
  184.     self.attack_finished = time + 0.2;
  185. };
  186. void() player_nail2   =[$nailatt2, player_nail1  ]
  187. {
  188.     self.effects = self.effects | EF_MUZZLEFLASH;
  189.  
  190.     if (!self.button0)
  191.         {player_run ();return;}
  192.     self.weaponframe = self.weaponframe + 1;
  193.     if (self.weaponframe == 9)
  194.         self.weaponframe = 1;
  195.     SuperDamageSound();
  196.     W_FireSpikes (-4);
  197.     self.attack_finished = time + 0.2;
  198. };
  199.  
  200. //============================================================================
  201.  
  202. void() player_light1   =[$light1, player_light2  ] 
  203. {
  204.     self.effects = self.effects | EF_MUZZLEFLASH;
  205.  
  206.     if (!self.button0)
  207.         {player_run ();return;}
  208.     self.weaponframe = self.weaponframe + 1;
  209.     if (self.weaponframe == 5)
  210.         self.weaponframe = 1;
  211.     SuperDamageSound();
  212.     W_FireLightning();
  213.     self.attack_finished = time + 0.2;
  214. };
  215. void() player_light2   =[$light2, player_light1  ]
  216. {
  217.     self.effects = self.effects | EF_MUZZLEFLASH;
  218.  
  219.     if (!self.button0)
  220.         {player_run ();return;}
  221.     self.weaponframe = self.weaponframe + 1;
  222.     if (self.weaponframe == 5)
  223.         self.weaponframe = 1;
  224.     SuperDamageSound();
  225.     W_FireLightning();
  226.     self.attack_finished = time + 0.2;
  227. };
  228.  
  229. //============================================================================
  230.  
  231.  
  232. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  233. self.effects = self.effects | EF_MUZZLEFLASH;};
  234. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  235. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  236. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  237. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  238. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  239. void(float num_bubbles) DeathBubbles;
  240.  
  241. void() PainSound =
  242. {
  243. local float        rs;
  244.  
  245.     if (self.health < 0)
  246.         return;
  247.  
  248.     if (damage_attacker.classname == "teledeath")
  249.     {
  250.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  251.         return;
  252.     }
  253.  
  254. // water pain sounds
  255.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  256.     {
  257.         DeathBubbles(1);
  258.         if (random() > 0.5)
  259.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  260.         else
  261.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  262.         return;
  263.     }
  264.  
  265. // slime pain sounds
  266.     if (self.watertype == CONTENT_SLIME)
  267.     {
  268. // FIX ME    put in some steam here
  269.         if (random() > 0.5)
  270.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  271.         else
  272.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  273.         return;
  274.     }
  275.  
  276.     if (self.watertype == CONTENT_LAVA)
  277.     {
  278.         if (random() > 0.5)
  279.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  280.         else
  281.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  282.         return;
  283.     }
  284.  
  285.     if (self.pain_finished > time)
  286.     {
  287.         self.axhitme = 0;
  288.         return;
  289.     }
  290.     self.pain_finished = time + 0.5;
  291.  
  292. // don't make multiple pain sounds right after each other
  293.  
  294. // ax pain sound
  295.     if (self.axhitme == 1)
  296.     {
  297.         self.axhitme = 0;
  298.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  299.         return;
  300.     }
  301.     
  302.  
  303.     rs = rint((random() * 5) + 1);
  304.  
  305.     self.noise = "";
  306.     if (rs == 1)
  307.         self.noise = "player/pain1.wav";
  308.     else if (rs == 2)
  309.         self.noise = "player/pain2.wav";
  310.     else if (rs == 3)
  311.         self.noise = "player/pain3.wav";
  312.     else if (rs == 4)
  313.         self.noise = "player/pain4.wav";
  314.     else if (rs == 5)
  315.         self.noise = "player/pain5.wav";
  316.     else
  317.         self.noise = "player/pain6.wav";
  318.  
  319.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  320.     return;
  321. };
  322.  
  323. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  324. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  325. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  326. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  327. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  328. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  329.  
  330. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  331. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  332. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  333. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  334. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  335. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  336.  
  337. void() player_pain =
  338. {
  339.     if (self.weaponframe)
  340.         return;
  341.  
  342.     if (self.invisible_finished > time)
  343.         return;        // eyes don't have pain frames
  344.  
  345.     if (self.weapon == IT_AXE)
  346.         player_axpain1 ();
  347.     else
  348.         player_pain1 ();
  349. };
  350.  
  351. void() player_diea1;
  352. void() player_dieb1;
  353. void() player_diec1;
  354. void() player_died1;
  355. void() player_diee1;
  356. void() player_die_ax1;
  357.  
  358. void() DeathBubblesSpawn =
  359. {
  360. local entity    bubble;
  361.     if (self.owner.waterlevel != 3)
  362.         return;
  363.     bubble = spawn();
  364.     setmodel (bubble, "progs/s_bubble.spr");
  365.     setorigin (bubble, self.owner.origin + '0 0 24');
  366.     bubble.movetype = MOVETYPE_NOCLIP;
  367.     bubble.solid = SOLID_NOT;
  368.     bubble.velocity = '0 0 15';
  369.     bubble.nextthink = time + 0.5;
  370.     bubble.think = bubble_bob;
  371.     bubble.classname = "bubble";
  372.     bubble.frame = 0;
  373.     bubble.cnt = 0;
  374.     setsize (bubble, '-8 -8 -8', '8 8 8');
  375.     self.nextthink = time + 0.1;
  376.     self.think = DeathBubblesSpawn;
  377.     self.air_finished = self.air_finished + 1;
  378.     if (self.air_finished >= self.bubble_count)
  379.         remove(self);
  380. };
  381.  
  382. void(float num_bubbles) DeathBubbles =
  383. {
  384. local entity    bubble_spawner;
  385.     
  386.     bubble_spawner = spawn();
  387.     setorigin (bubble_spawner, self.origin);
  388.     bubble_spawner.movetype = MOVETYPE_NONE;
  389.     bubble_spawner.solid = SOLID_NOT;
  390.     bubble_spawner.nextthink = time + 0.1;
  391.     bubble_spawner.think = DeathBubblesSpawn;
  392.     bubble_spawner.air_finished = 0;
  393.     bubble_spawner.owner = self;
  394.     bubble_spawner.bubble_count = num_bubbles;
  395.     return;
  396. };
  397.  
  398.  
  399. void() DeathSound =
  400. {
  401. local float        rs;
  402.  
  403.     // water death sounds
  404.     if (self.waterlevel == 3)
  405.     {
  406.         DeathBubbles(20);
  407.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  408.         return;
  409.     }
  410.     
  411.     rs = rint ((random() * 4) + 1);
  412.     if (rs == 1)
  413.         self.noise = "player/death1.wav";
  414.     if (rs == 2)
  415.         self.noise = "player/death2.wav";
  416.     if (rs == 3)
  417.         self.noise = "player/death3.wav";
  418.     if (rs == 4)
  419.         self.noise = "player/death4.wav";
  420.     if (rs == 5)
  421.         self.noise = "player/death5.wav";
  422.  
  423.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  424.     return;
  425. };
  426.  
  427.  
  428. void() PlayerDead =
  429. {
  430.     self.nextthink = -1;
  431. // allow respawn after a certain time
  432.     self.deadflag = DEAD_DEAD;
  433. };
  434.  
  435. vector(float dm) VelocityForDamage =
  436. {
  437.     local vector v;
  438.  
  439.     v_x = 100 * crandom();
  440.     v_y = 100 * crandom();
  441.     v_z = 200 + 100 * random();
  442.  
  443.     if (dm > -50)
  444.     {
  445. //        dprint ("level 1\n");
  446.         v = v * 0.7;
  447.     }
  448.     else if (dm > -200)
  449.     {
  450. //        dprint ("level 3\n");
  451.         v = v * 2;
  452.     }
  453.     else
  454.         v = v * 10;
  455.  
  456.     return v;
  457. };
  458.  
  459. void(string gibname, float dm) ThrowGib =
  460. {
  461.     local    entity new;
  462.  
  463.     new = spawn();
  464.     new.origin = self.origin;
  465.     setmodel (new, gibname);
  466.     setsize (new, '0 0 0', '0 0 0');
  467.         new.velocity = VelocityForDamage (dm) * 10;
  468.     new.movetype = MOVETYPE_BOUNCE;
  469.     new.solid = SOLID_NOT;
  470.     new.avelocity_x = random()*600;
  471.     new.avelocity_y = random()*600;
  472.     new.avelocity_z = random()*600;
  473.     new.think = SUB_Remove;
  474.     new.ltime = time;
  475.     new.nextthink = time + 10 + random()*10;
  476.     new.frame = 0;
  477.     new.flags = 0;
  478. };
  479.  
  480. void(string gibname, float dm) ThrowHead =
  481. {
  482.     setmodel (self, gibname);
  483.     self.frame = 0;
  484.     self.nextthink = -1;
  485.     self.movetype = MOVETYPE_BOUNCE;
  486.     self.takedamage = DAMAGE_NO;
  487.     self.solid = SOLID_NOT;
  488.     self.view_ofs = '0 0 8';
  489.     setsize (self, '-16 -16 0', '16 16 56');
  490.         self.velocity = VelocityForDamage (dm) * 10;
  491.     self.origin_z = self.origin_z - 24;
  492.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  493.     self.avelocity = crandom() * '0 600 0';
  494. };
  495.  
  496.  
  497. void() GibPlayer =
  498. {
  499.     ThrowHead ("progs/h_player.mdl", self.health);
  500.     ThrowGib ("progs/gib1.mdl", self.health);
  501.     ThrowGib ("progs/gib2.mdl", self.health);
  502.     ThrowGib ("progs/gib3.mdl", self.health);
  503.  
  504.     self.deadflag = DEAD_DEAD;
  505.  
  506.     if (damage_attacker.classname == "teledeath")
  507.     {
  508.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  509.         return;
  510.     }
  511.  
  512.     if (damage_attacker.classname == "teledeath2")
  513.     {
  514.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  515.         return;
  516.     }
  517.         
  518.     if (random() < 0.5)
  519.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  520.     else
  521.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  522. };
  523.  
  524. void() PlayerDie =
  525. {
  526.     local    float    i;
  527.     
  528.     self.items = self.items - (self.items & IT_INVISIBILITY);
  529.     self.invisible_finished = 0;    // don't die as eyes
  530.     self.invincible_finished = 0;
  531.     self.super_damage_finished = 0;
  532.     self.radsuit_finished = 0;
  533.     self.modelindex = modelindex_player;    // don't use eyes
  534.  
  535.     if (deathmatch || coop)
  536.         DropBackpack();
  537.     
  538.     self.weaponmodel="";
  539.     self.view_ofs = '0 0 -8';
  540.     self.deadflag = DEAD_DYING;
  541.     self.solid = SOLID_NOT;
  542.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  543.     self.movetype = MOVETYPE_TOSS;
  544.     if (self.velocity_z < 10)
  545.         self.velocity_z = self.velocity_z + random()*300;
  546.  
  547.     if (self.health < -40)
  548.     {
  549.         GibPlayer ();
  550.         return;
  551.     }
  552.  
  553.     DeathSound();
  554.     
  555.     self.angles_x = 0;
  556.     self.angles_z = 0;
  557.     
  558.     if (self.weapon == IT_AXE)
  559.     {
  560.         player_die_ax1 ();
  561.         return;
  562.     }
  563.     
  564.     i = cvar("temp1");
  565.     if (!i)
  566.         i = 1 + floor(random()*6);
  567.     
  568.     if (i == 1)
  569.         player_diea1();
  570.     else if (i == 2)
  571.         player_dieb1();
  572.     else if (i == 3)
  573.         player_diec1();
  574.     else if (i == 4)
  575.         player_died1();
  576.     else
  577.         player_diee1();
  578.  
  579. };
  580.  
  581. void() set_suicide_frame =
  582. {    // used by klill command and diconnect command
  583.     if (self.model != "progs/player.mdl")
  584.         return;    // allready gibbed
  585.     self.frame = $deatha11;
  586.     self.solid = SOLID_NOT;
  587.     self.movetype = MOVETYPE_TOSS;
  588.     self.deadflag = DEAD_DEAD;
  589.     self.nextthink = -1;
  590. };
  591.  
  592.  
  593. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  594. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  595. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  596. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  597. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  598. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  599. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  600. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  601. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  602. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  603. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  604.  
  605. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  606. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  607. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  608. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  609. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  610. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  611. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  612. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  613. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  614.  
  615. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  616. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  617. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  618. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  619. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  620. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  621. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  622. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  623. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  624. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  625. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  626. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  627. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  628. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  629. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  630.  
  631. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  632. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  633. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  634. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  635. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  636. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  637. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  638. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  639. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  640.  
  641. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  642. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  643. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  644. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  645. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  646. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  647. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  648. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  649. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  650.  
  651. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  652. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  653. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  654. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  655. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  656. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  657. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  658. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  659. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  660.