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Text File  |  1996-07-26  |  18.7 KB  |  702 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. $frame laseratt1 laseratt2
  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   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  239. void(float num_bubbles) DeathBubbles;
  240.  
  241.  
  242.  
  243. // ====== laser ===
  244.  
  245.  
  246.  
  247. void() player_laser1   =[0,player_laser2  ] 
  248. {
  249.     self.effects = self.effects | EF_MUZZLEFLASH;
  250.  
  251.     if (!self.button0)
  252.         {player_run ();return;}
  253.     self.weaponframe = 1;
  254.     if (self.weaponframe == 5)
  255.         self.weaponframe = 1;
  256.     SuperDamageSound();
  257.     W_FireLaser();
  258.     self.attack_finished = time + 0.2;
  259. };
  260. void() player_laser2   =[ 0,player_laser1  ]
  261. {
  262.     self.effects = self.effects | EF_MUZZLEFLASH;
  263.  
  264.     if (!self.button0)
  265.         {player_run ();return;}
  266.     self.weaponframe = self.weaponframe + 1;
  267.     if (self.weaponframe == 5)
  268.         self.weaponframe = 2;
  269.     SuperDamageSound();
  270.     W_FireLaser();
  271.     self.attack_finished = time + 0.2;
  272. };
  273.  
  274.  
  275.  
  276. //void() player_laser1   =[$rockatt1, player_laser2  ] {self.weaponframe=1;
  277. //void() player_laser2   =[$shotatt2, player_laser3  ] {self.weaponframe=1;};
  278. //void() player_laser3   =[$rockatt3, player_run  ] {self.weaponframe=1;};
  279. //void(float num_bubbles) DeathBubbles;
  280.  
  281.  
  282.  
  283. void() PainSound =
  284. {
  285. local float        rs;
  286.  
  287.     if (self.health < 0)
  288.         return;
  289.  
  290.     if (damage_attacker.classname == "teledeath")
  291.     {
  292.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  293.         return;
  294.     }
  295.  
  296. // water pain sounds
  297.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  298.     {
  299.         DeathBubbles(1);
  300.         if (random() > 0.5)
  301.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  302.         else
  303.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  304.         return;
  305.     }
  306.  
  307. // slime pain sounds
  308.     if (self.watertype == CONTENT_SLIME)
  309.     {
  310. // FIX ME    put in some steam here
  311.         if (random() > 0.5)
  312.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  313.         else
  314.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  315.         return;
  316.     }
  317.  
  318.     if (self.watertype == CONTENT_LAVA)
  319.     {
  320.         if (random() > 0.5)
  321.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  322.         else
  323.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  324.         return;
  325.     }
  326.  
  327.     if (self.pain_finished > time)
  328.     {
  329.         self.axhitme = 0;
  330.         return;
  331.     }
  332.     self.pain_finished = time + 0.5;
  333.  
  334. // don't make multiple pain sounds right after each other
  335.  
  336. // ax pain sound
  337.     if (self.axhitme == 1)
  338.     {
  339.         self.axhitme = 0;
  340.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  341.         return;
  342.     }
  343.     
  344.  
  345.     rs = rint((random() * 5) + 1);
  346.  
  347.     self.noise = "";
  348.     if (rs == 1)
  349.         self.noise = "player/pain1.wav";
  350.     else if (rs == 2)
  351.         self.noise = "player/pain2.wav";
  352.     else if (rs == 3)
  353.         self.noise = "player/pain3.wav";
  354.     else if (rs == 4)
  355.         self.noise = "player/pain4.wav";
  356.     else if (rs == 5)
  357.         self.noise = "player/pain5.wav";
  358.     else
  359.         self.noise = "player/pain6.wav";
  360.  
  361.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  362.     return;
  363. };
  364.  
  365. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  366. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  367. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  368. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  369. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  370. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  371.  
  372. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  373. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  374. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  375. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  376. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  377. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  378.  
  379. void() player_pain =
  380. {
  381.     if (self.weaponframe)
  382.         return;
  383.  
  384.     if (self.invisible_finished > time)
  385.         return;        // eyes don't have pain frames
  386.  
  387.     if (self.weapon == IT_AXE)
  388.         player_axpain1 ();
  389.     else
  390.         player_pain1 ();
  391. };
  392.  
  393. void() player_diea1;
  394. void() player_dieb1;
  395. void() player_diec1;
  396. void() player_died1;
  397. void() player_diee1;
  398. void() player_die_ax1;
  399.  
  400. void() DeathBubblesSpawn =
  401. {
  402. local entity    bubble;
  403.     if (self.owner.waterlevel != 3)
  404.         return;
  405.     bubble = spawn();
  406.     setmodel (bubble, "progs/s_bubble.spr");
  407.     setorigin (bubble, self.owner.origin + '0 0 24');
  408.     bubble.movetype = MOVETYPE_NOCLIP;
  409.     bubble.solid = SOLID_NOT;
  410.     bubble.velocity = '0 0 15';
  411.     bubble.nextthink = time + 0.5;
  412.     bubble.think = bubble_bob;
  413.     bubble.classname = "bubble";
  414.     bubble.frame = 0;
  415.     bubble.cnt = 0;
  416.     setsize (bubble, '-8 -8 -8', '8 8 8');
  417.     self.nextthink = time + 0.1;
  418.     self.think = DeathBubblesSpawn;
  419.     self.air_finished = self.air_finished + 1;
  420.     if (self.air_finished >= self.bubble_count)
  421.         remove(self);
  422. };
  423.  
  424. void(float num_bubbles) DeathBubbles =
  425. {
  426. local entity    bubble_spawner;
  427.     
  428.     bubble_spawner = spawn();
  429.     setorigin (bubble_spawner, self.origin);
  430.     bubble_spawner.movetype = MOVETYPE_NONE;
  431.     bubble_spawner.solid = SOLID_NOT;
  432.     bubble_spawner.nextthink = time + 0.1;
  433.     bubble_spawner.think = DeathBubblesSpawn;
  434.     bubble_spawner.air_finished = 0;
  435.     bubble_spawner.owner = self;
  436.     bubble_spawner.bubble_count = num_bubbles;
  437.     return;
  438. };
  439.  
  440.  
  441. void() DeathSound =
  442. {
  443. local float        rs;
  444.  
  445.     // water death sounds
  446.     if (self.waterlevel == 3)
  447.     {
  448.         DeathBubbles(20);
  449.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  450.         return;
  451.     }
  452.     
  453.     rs = rint ((random() * 4) + 1);
  454.     if (rs == 1)
  455.         self.noise = "player/death1.wav";
  456.     if (rs == 2)
  457.         self.noise = "player/death2.wav";
  458.     if (rs == 3)
  459.         self.noise = "player/death3.wav";
  460.     if (rs == 4)
  461.         self.noise = "player/death4.wav";
  462.     if (rs == 5)
  463.         self.noise = "player/death5.wav";
  464.  
  465.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  466.     return;
  467. };
  468.  
  469.  
  470. void() PlayerDead =
  471. {
  472.     self.nextthink = -1;
  473. // allow respawn after a certain time
  474.     self.deadflag = DEAD_DEAD;
  475. };
  476.  
  477. vector(float dm) VelocityForDamage =
  478. {
  479.     local vector v;
  480.  
  481.     v_x = 100 * crandom();
  482.     v_y = 100 * crandom();
  483.     v_z = 200 + 100 * random();
  484.  
  485.     if (dm > -50)
  486.     {
  487. //        dprint ("level 1\n");
  488.         v = v * 0.7;
  489.     }
  490.     else if (dm > -200)
  491.     {
  492. //        dprint ("level 3\n");
  493.         v = v * 2;
  494.     }
  495.     else
  496.         v = v * 10;
  497.  
  498.     return v;
  499. };
  500.  
  501. void(string gibname, float dm) ThrowGib =
  502. {
  503.     local    entity new;
  504.  
  505.     new = spawn();
  506.     new.origin = self.origin;
  507.     setmodel (new, gibname);
  508.     setsize (new, '0 0 0', '0 0 0');
  509.     new.velocity = VelocityForDamage (dm);
  510.     new.movetype = MOVETYPE_BOUNCE;
  511.     new.solid = SOLID_NOT;
  512.     new.avelocity_x = random()*600;
  513.     new.avelocity_y = random()*600;
  514.     new.avelocity_z = random()*600;
  515.     new.think = SUB_Remove;
  516.     new.ltime = time;
  517.     new.nextthink = time + 10 + random()*10;
  518.     new.frame = 0;
  519.     new.flags = 0;
  520. };
  521.  
  522. void(string gibname, float dm) ThrowHead =
  523. {
  524.     setmodel (self, gibname);
  525.     self.frame = 0;
  526.     self.nextthink = -1;
  527.     self.movetype = MOVETYPE_BOUNCE;
  528.     self.takedamage = DAMAGE_NO;
  529.     self.solid = SOLID_NOT;
  530.     self.view_ofs = '0 0 8';
  531.     setsize (self, '-16 -16 0', '16 16 56');
  532.     self.velocity = VelocityForDamage (dm);
  533.     self.origin_z = self.origin_z - 24;
  534.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  535.     self.avelocity = crandom() * '0 600 0';
  536. };
  537.  
  538.  
  539. void() GibPlayer =
  540. {
  541.     ThrowHead ("progs/h_player.mdl", self.health);
  542.     ThrowGib ("progs/gib1.mdl", self.health);
  543.     ThrowGib ("progs/gib2.mdl", self.health);
  544.     ThrowGib ("progs/gib3.mdl", self.health);
  545.  
  546.     self.deadflag = DEAD_DEAD;
  547.  
  548.     if (damage_attacker.classname == "teledeath")
  549.     {
  550.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  551.         return;
  552.     }
  553.  
  554.     if (damage_attacker.classname == "teledeath2")
  555.     {
  556.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  557.         return;
  558.     }
  559.         
  560.     if (random() < 0.5)
  561.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  562.     else
  563.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  564. };
  565.  
  566. void() PlayerDie =
  567. {
  568.     local    float    i;
  569.     
  570.     self.items = self.items - (self.items & IT_INVISIBILITY);
  571.     self.invisible_finished = 0;    // don't die as eyes
  572.     self.invincible_finished = 0;
  573.     self.super_damage_finished = 0;
  574.     self.radsuit_finished = 0;
  575.     self.modelindex = modelindex_player;    // don't use eyes
  576.  
  577.     if (deathmatch || coop)
  578.         DropBackpack();
  579.     
  580.     self.weaponmodel="";
  581.     self.view_ofs = '0 0 -8';
  582.     self.deadflag = DEAD_DYING;
  583.     self.solid = SOLID_NOT;
  584.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  585.     self.movetype = MOVETYPE_TOSS;
  586.     if (self.velocity_z < 10)
  587.         self.velocity_z = self.velocity_z + random()*300;
  588.  
  589.     if (self.health < -40)
  590.     {
  591.         GibPlayer ();
  592.         return;
  593.     }
  594.  
  595.     DeathSound();
  596.     
  597.     self.angles_x = 0;
  598.     self.angles_z = 0;
  599.     
  600.     if (self.weapon == IT_AXE)
  601.     {
  602.         player_die_ax1 ();
  603.         return;
  604.     }
  605.     
  606.     i = cvar("temp1");
  607.     if (!i)
  608.         i = 1 + floor(random()*6);
  609.     
  610.     if (i == 1)
  611.         player_diea1();
  612.     else if (i == 2)
  613.         player_dieb1();
  614.     else if (i == 3)
  615.         player_diec1();
  616.     else if (i == 4)
  617.         player_died1();
  618.     else
  619.         player_diee1();
  620.  
  621. };
  622.  
  623. void() set_suicide_frame =
  624. {    // used by klill command and diconnect command
  625.     if (self.model != "progs/player.mdl")
  626.         return;    // allready gibbed
  627.     self.frame = $deatha11;
  628.     self.solid = SOLID_NOT;
  629.     self.movetype = MOVETYPE_TOSS;
  630.     self.deadflag = DEAD_DEAD;
  631.     self.nextthink = -1;
  632. };
  633.  
  634.  
  635. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  636. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  637. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  638. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  639. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  640. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  641. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  642. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  643. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  644. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  645. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  646.  
  647. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  648. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  649. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  650. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  651. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  652. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  653. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  654. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  655. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  656.  
  657. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  658. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  659. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  660. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  661. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  662. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  663. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  664. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  665. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  666. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  667. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  668. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  669. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  670. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  671. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  672.  
  673. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  674. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  675. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  676. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  677. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  678. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  679. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  680. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  681. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  682.  
  683. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  684. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  685. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  686. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  687. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  688. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  689. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  690. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  691. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  692.  
  693. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  694. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  695. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  696. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  697. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  698. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  699. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  700. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  701. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  702.