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Text File  |  1996-08-17  |  20.6 KB  |  768 lines

  1. void(string gibname, float dm) ThrowGib;
  2. float() random;
  3.  
  4. void() SUB_Gib =
  5. {
  6.         local vector x, y, v;
  7.         x='1 0 0';
  8.         y='0 1 0';
  9.         v=x*(50-random()*100)+y*(50-random()*100);
  10.         if (random() < 0.8)                 
  11.            SpawnMeatSpray(self.origin, v);
  12.        
  13.         else if (random() < 0.3)
  14.                 ThrowGib("progs/gib1.mdl", self.health*3);
  15.         else if (random() < 0.5)
  16.                 ThrowGib("progs/gib2.mdl", self.health*3);
  17.         else 
  18.                 ThrowGib("progs/gib3.mdl", self.health*3);
  19. };      
  20.  
  21. ///////
  22. void() SUB_Gib1 =
  23. {
  24.        local vector x, y, v;
  25.         x='1 0 0';
  26.         y='0 1 0';
  27.         v=x*(50-random()*100)+y*(50-random()*100);
  28.         if (random() < 0.8)                 
  29.            SpawnMeatSpray(self.origin, v);
  30.  
  31.         else if (random() < 0.3)
  32.                 ThrowGib("progs/gib3.mdl", self.health*3);
  33.         else if (random() < 0.5)
  34.                 ThrowGib("progs/zom_gib.mdl", self.health*3);
  35.         else
  36.                 ThrowGib("progs/gib3.mdl", self.health*3);
  37. };
  38.  
  39.  
  40. ///////
  41. void() SUB_Gib2 =
  42. {
  43.         local vector x, y, v;
  44.         x='1 0 0';
  45.         y='0 1 0';
  46.         v=x*(50-random()*100)+y*(50-random()*100);
  47.         if (random() < 0.8)                 
  48.            SpawnMeatSpray(self.origin, v);
  49.  
  50.         else if (random() < 0.3)
  51.                 ThrowGib("progs/zom_gib.mdl", self.health*3);
  52.         else if (random() < 0.5)
  53.                 ThrowGib("progs/zom_gib.mdl", self.health*3);
  54.         else
  55.                 ThrowGib("progs/gib3.mdl", self.health);
  56. };
  57.  
  58. void() bubble_bob;
  59.  
  60. /*
  61. ==============================================================================
  62.  
  63. PLAYER
  64.  
  65. ==============================================================================
  66. */
  67.  
  68. $cd /raid/quake/id1/models/player_4
  69. $origin 0 -6 24
  70. $base base        
  71. $skin skin
  72.  
  73. //
  74. // running
  75. //
  76. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  77.  
  78. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  79.  
  80. //
  81. // standing
  82. //
  83. $frame stand1 stand2 stand3 stand4 stand5
  84.  
  85. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  86. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  87.  
  88.  
  89. //
  90. // pain
  91. //
  92. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  93.  
  94. $frame pain1 pain2 pain3 pain4 pain5 pain6
  95.  
  96.  
  97. //
  98. // death
  99. //
  100.  
  101. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  102. $frame axdeth7 axdeth8 axdeth9
  103.  
  104. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  105. $frame deatha9 deatha10 deatha11
  106.  
  107. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  108. $frame deathb9
  109.  
  110. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  111. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  112.  
  113. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  114. $frame deathd8 deathd9
  115.  
  116. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  117. $frame deathe8 deathe9
  118.  
  119. //
  120. // attacks
  121. //
  122. $frame nailatt1 nailatt2
  123.  
  124. $frame light1 light2
  125.  
  126. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  127.  
  128. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  129.  
  130. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  131.  
  132. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  133.  
  134. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  135.  
  136. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  137.  
  138.  
  139. /*
  140. ==============================================================================
  141. PLAYER
  142. ==============================================================================
  143. */
  144.  
  145. void() player_run;
  146.  
  147. void()    player_stand1 =[    $axstnd1,    player_stand1    ]
  148. {
  149.     self.weaponframe=0;
  150.     if (self.velocity_x || self.velocity_y)
  151.     {
  152.         self.walkframe=0;
  153.         player_run();
  154.         return;
  155.     }
  156.  
  157.     if (self.weapon == IT_AXE)
  158.     {
  159.         if (self.walkframe >= 12)
  160.             self.walkframe = 0;
  161.         self.frame = $axstnd1 + self.walkframe;
  162.     }
  163.     else
  164.     {
  165.         if (self.walkframe >= 5)
  166.             self.walkframe = 0;
  167.         self.frame = $stand1 + self.walkframe;
  168.     }
  169.     self.walkframe = self.walkframe + 1;    
  170. };
  171.  
  172. void()    player_run =[    $rockrun1,    player_run    ]
  173. {
  174.     self.weaponframe=0;
  175.     if (!self.velocity_x && !self.velocity_y)
  176.     {
  177.         self.walkframe=0;
  178.         player_stand1();
  179.         return;
  180.     }
  181.  
  182.     if (self.weapon == IT_AXE)
  183.     {
  184.         if (self.walkframe == 6)
  185.             self.walkframe = 0;
  186.         self.frame = $axrun1 + self.walkframe;
  187.     }
  188.     else
  189.     {
  190.         if (self.walkframe == 6)
  191.             self.walkframe = 0;
  192.         self.frame = self.frame + self.walkframe;
  193.     }
  194.     self.walkframe = self.walkframe + 1;
  195. };
  196.  
  197.  
  198. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  199. self.effects = self.effects | EF_MUZZLEFLASH;};
  200. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  201. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  202. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  203. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  204. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  205.  
  206. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  207. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  208. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  209. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  210.  
  211. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  212. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  213. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  214. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  215.  
  216. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  217. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  218. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  219. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  220.  
  221. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  222. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  223. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  224. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  225.  
  226.  
  227. //============================================================================
  228.  
  229. void() player_nail1   =[$nailatt1, player_nail2  ] 
  230. {
  231.     self.effects = self.effects | EF_MUZZLEFLASH;
  232.  
  233.     if (!self.button0)
  234.         {player_run ();return;}
  235.     self.weaponframe = self.weaponframe + 1;
  236.     if (self.weaponframe == 9)
  237.         self.weaponframe = 1;
  238.     SuperDamageSound();
  239.     W_FireSpikes (4);
  240.     self.attack_finished = time + 0.2;
  241. };
  242. void() player_nail2   =[$nailatt2, player_nail1  ]
  243. {
  244.     self.effects = self.effects | EF_MUZZLEFLASH;
  245.  
  246.     if (!self.button0)
  247.         {player_run ();return;}
  248.     self.weaponframe = self.weaponframe + 1;
  249.     if (self.weaponframe == 9)
  250.         self.weaponframe = 1;
  251.     SuperDamageSound();
  252.     W_FireSpikes (-4);
  253.     self.attack_finished = time + 0.2;
  254. };
  255.  
  256. //============================================================================
  257.  
  258. void() player_light1   =[$light1, player_light2  ] 
  259. {
  260.     self.effects = self.effects | EF_MUZZLEFLASH;
  261.  
  262.     if (!self.button0)
  263.         {player_run ();return;}
  264.     self.weaponframe = self.weaponframe + 1;
  265.     if (self.weaponframe == 5)
  266.         self.weaponframe = 1;
  267.     SuperDamageSound();
  268.     W_FireLightning();
  269.     self.attack_finished = time + 0.2;
  270. };
  271. void() player_light2   =[$light2, player_light1  ]
  272. {
  273.     self.effects = self.effects | EF_MUZZLEFLASH;
  274.  
  275.     if (!self.button0)
  276.         {player_run ();return;}
  277.     self.weaponframe = self.weaponframe + 1;
  278.     if (self.weaponframe == 5)
  279.         self.weaponframe = 1;
  280.     SuperDamageSound();
  281.     W_FireLightning();
  282.     self.attack_finished = time + 0.2;
  283. };
  284.  
  285. //============================================================================
  286.  
  287.  
  288. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  289. self.effects = self.effects | EF_MUZZLEFLASH;};
  290. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  291. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  292. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  293. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  294. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  295. void(float num_bubbles) DeathBubbles;
  296.  
  297. void() PainSound =
  298. {
  299. local float        rs;
  300.  
  301.     if (self.health < 0)
  302.         return;
  303.  
  304.     if (damage_attacker.classname == "teledeath")
  305.     {
  306.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  307.         return;
  308.     }
  309.  
  310. // water pain sounds
  311.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  312.     {
  313.         DeathBubbles(1);
  314.         if (random() > 0.5)
  315.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  316.         else
  317.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  318.         return;
  319.     }
  320.  
  321. // slime pain sounds
  322.     if (self.watertype == CONTENT_SLIME)
  323.     {
  324. // FIX ME    put in some steam here
  325.         if (random() > 0.5)
  326.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  327.         else
  328.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  329.         return;
  330.     }
  331.  
  332.     if (self.watertype == CONTENT_LAVA)
  333.     {
  334.         if (random() > 0.5)
  335.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  336.         else
  337.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  338.         return;
  339.     }
  340.  
  341.     if (self.pain_finished > time)
  342.     {
  343.         self.axhitme = 0;
  344.         return;
  345.     }
  346.     self.pain_finished = time + 0.5;
  347.  
  348. // don't make multiple pain sounds right after each other
  349.  
  350. // ax pain sound
  351.     if (self.axhitme == 1)
  352.     {
  353.         self.axhitme = 0;
  354.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  355.         return;
  356.     }
  357.     
  358.  
  359.     rs = rint((random() * 5) + 1);
  360.  
  361.     self.noise = "";
  362.     if (rs == 1)
  363.         self.noise = "player/pain1.wav";
  364.     else if (rs == 2)
  365.         self.noise = "player/pain2.wav";
  366.     else if (rs == 3)
  367.         self.noise = "player/pain3.wav";
  368.     else if (rs == 4)
  369.         self.noise = "player/pain4.wav";
  370.     else if (rs == 5)
  371.         self.noise = "player/pain5.wav";
  372.     else
  373.         self.noise = "player/pain6.wav";
  374.  
  375.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  376.     return;
  377. };
  378.  
  379. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  380. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  381. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  382. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  383. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  384. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  385.  
  386. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  387. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  388. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  389. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  390. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  391. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  392.  
  393. void(entity attacker, float take) player_pain =
  394. {
  395.     local entity list, previous, onefriend;
  396.     local entity oldself;
  397.  
  398.     list=self.friendlist;
  399.     previous=world;
  400.     while(list) {
  401.         onefriend=list.listitem;
  402.         if(onefriend.friend!=self||onefriend.health <=0) {
  403.             if(onefriend.health <= 0) {
  404.                 if(previous) {
  405.                     previous.chain=list.chain;
  406.                     remove(list);
  407.                     list=previous.chain;
  408.                 } else {
  409.                     self.friendlist=list.chain;
  410.                     remove(list);
  411.                     list=self.friendlist;
  412.                 }
  413.             }
  414.         } else {
  415.             if(onefriend.enemy==onefriend.friend) {
  416.                 onefriend.enemy=attacker;
  417.                 oldself=self;
  418.                 self=onefriend;
  419.                 FoundTarget();
  420.                 self=oldself;
  421.             }
  422.             previous=list;
  423.             list=list.chain;
  424.         }
  425.     }
  426.  
  427.     if (self.weaponframe)
  428.         return;
  429.  
  430.     if (self.invisible_finished > time)
  431.         return;        // eyes don't have pain frames
  432.  
  433.     if (self.weapon == IT_AXE)
  434.         player_axpain1 ();
  435.     else
  436.         player_pain1 ();
  437. };
  438.  
  439. void() player_diea1;
  440. void() player_dieb1;
  441. void() player_diec1;
  442. void() player_died1;
  443. void() player_diee1;
  444. void() player_die_ax1;
  445.  
  446. void() DeathBubblesSpawn =
  447. {
  448. local entity    bubble;
  449.     if (self.owner.waterlevel != 3)
  450.         return;
  451.     bubble = spawn();
  452.     setmodel (bubble, "progs/s_bubble.spr");
  453.     setorigin (bubble, self.owner.origin + '0 0 24');
  454.     bubble.movetype = MOVETYPE_NOCLIP;
  455.     bubble.solid = SOLID_NOT;
  456.     bubble.velocity = '0 0 15';
  457.     bubble.nextthink = time + 0.5;
  458.     bubble.think = bubble_bob;
  459.     bubble.classname = "bubble";
  460.     bubble.frame = 0;
  461.     bubble.cnt = 0;
  462.     setsize (bubble, '-8 -8 -8', '8 8 8');
  463.     self.nextthink = time + 0.1;
  464.     self.think = DeathBubblesSpawn;
  465.     self.air_finished = self.air_finished + 1;
  466.     if (self.air_finished >= self.bubble_count)
  467.         remove(self);
  468. };
  469.  
  470. void(float num_bubbles) DeathBubbles =
  471. {
  472. local entity    bubble_spawner;
  473.     
  474.     bubble_spawner = spawn();
  475.     setorigin (bubble_spawner, self.origin);
  476.     bubble_spawner.movetype = MOVETYPE_NONE;
  477.     bubble_spawner.solid = SOLID_NOT;
  478.     bubble_spawner.nextthink = time + 0.1;
  479.     bubble_spawner.think = DeathBubblesSpawn;
  480.     bubble_spawner.air_finished = 0;
  481.     bubble_spawner.owner = self;
  482.     bubble_spawner.bubble_count = num_bubbles;
  483.     return;
  484. };
  485.  
  486.  
  487. void() DeathSound =
  488. {
  489. local float        rs;
  490.  
  491.     // water death sounds
  492.     if (self.waterlevel == 3)
  493.     {
  494.         DeathBubbles(20);
  495.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  496.         return;
  497.     }
  498.     
  499.     rs = rint ((random() * 4) + 1);
  500.     if (rs == 1)
  501.         self.noise = "player/death1.wav";
  502.     if (rs == 2)
  503.         self.noise = "player/death2.wav";
  504.     if (rs == 3)
  505.         self.noise = "player/death3.wav";
  506.     if (rs == 4)
  507.         self.noise = "player/death4.wav";
  508.     if (rs == 5)
  509.         self.noise = "player/death5.wav";
  510.  
  511.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  512.     return;
  513. };
  514.  
  515.  
  516. void() PlayerDead =
  517. {
  518.     self.nextthink = -1;
  519. // allow respawn after a certain time
  520.     self.deadflag = DEAD_DEAD;
  521. };
  522.  
  523. vector(float dm) VelocityForDamage =
  524. {
  525.     local vector v;
  526.  
  527.     v_x = 100 * crandom();
  528.     v_y = 100 * crandom();
  529.     v_z = 200 + 100 * random();
  530.  
  531.     if (dm > -50)
  532.     {
  533. //        dprint ("level 1\n");
  534.         v = v * 0.7;
  535.     }
  536.     else if (dm > -200)
  537.     {
  538. //        dprint ("level 3\n");
  539.         v = v * 2;
  540.     }
  541.     else
  542.         v = v * 10;
  543.  
  544.     return v;
  545. };
  546.  
  547. void(string gibname, float dm) ThrowGib =
  548. {
  549.     local    entity new;
  550.  
  551.     new = spawn();
  552.     new.origin = self.origin;
  553.     setmodel (new, gibname);
  554.     setsize (new, '0 0 0', '0 0 0');
  555.     new.velocity = VelocityForDamage (dm);
  556.     new.movetype = MOVETYPE_BOUNCE;
  557.     new.solid = SOLID_NOT;
  558.     new.avelocity_x = random()*600;
  559.     new.avelocity_y = random()*600;
  560.     new.avelocity_z = random()*600;
  561.     new.think = SUB_Remove;
  562.     new.ltime = time;
  563.     new.nextthink = time + 10 + random()*10;
  564.     new.frame = 0;
  565.     new.flags = 0;
  566. };
  567.  
  568. void() HeadDeath =            //ws...
  569. {
  570.  ThrowGib ("progs/gib1.mdl", self.health);
  571.  self.nextthink = time;
  572.  self.think = SUB_Remove;
  573.  self.movetype = MOVETYPE_BOUNCE;
  574.  self.takedamage = DAMAGE_NO;
  575.  self.solid = SOLID_NOT;
  576.  self.th_die = SUB_Null;
  577. };                    //...ws
  578.  
  579. void(string gibname, float dm) ThrowHead =
  580. {
  581.     setmodel (self, gibname);
  582.     self.frame = 0;
  583.     self.nextthink = -1;
  584.     self.movetype = MOVETYPE_STEP;    // ws
  585.     self.takedamage = DAMAGE_AIM;        // ws
  586.     self.solid = SOLID_BBOX;            // ws
  587.     self.view_ofs = '0 0 8';
  588.     setsize (self, '-16 -16 0', '16 16 24');    // 24==56
  589.     self.velocity = VelocityForDamage (dm);
  590.     self.origin_z = self.origin_z - 24;
  591.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  592.     self.avelocity = crandom() * '0 600 0';
  593.     self.health = 1;                //ws
  594.     self.th_die = HeadDeath;            //ws
  595. };
  596.  
  597.  
  598. void() GibPlayer =
  599. {
  600.     ThrowHead ("progs/h_player.mdl", self.health);
  601.     ThrowGib ("progs/gib1.mdl", self.health);
  602.     ThrowGib ("progs/gib2.mdl", self.health);
  603.     ThrowGib ("progs/gib3.mdl", self.health);
  604.  
  605.     self.deadflag = DEAD_DEAD;
  606.  
  607.     if (damage_attacker.classname == "teledeath")
  608.     {
  609.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  610.         return;
  611.     }
  612.  
  613.     if (damage_attacker.classname == "teledeath2")
  614.     {
  615.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  616.         return;
  617.     }
  618.         
  619.     if (random() < 0.5)
  620.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  621.     else
  622.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  623. };
  624.  
  625. void() PlayerDie =
  626. {
  627.     local    float    i;
  628.     
  629.     self.items = self.items - (self.items & IT_INVISIBILITY);
  630.     self.invisible_finished = 0;    // don't die as eyes
  631.     self.invincible_finished = 0;
  632.     self.super_damage_finished = 0;
  633.     self.radsuit_finished = 0;
  634.     self.modelindex = modelindex_player;    // don't use eyes
  635.  
  636.     if (deathmatch || coop)
  637.         DropBackpack();
  638.     
  639.     self.weaponmodel="";
  640.     self.view_ofs = '0 0 -8';
  641.     self.deadflag = DEAD_DYING;
  642.     self.solid = SOLID_NOT;
  643.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  644.     self.movetype = MOVETYPE_TOSS;
  645.     if (self.velocity_z < 10)
  646.         self.velocity_z = self.velocity_z + random()*300;
  647.  
  648.     if (self.health < -40)
  649.     {
  650.         GibPlayer ();
  651.         return;
  652.     }
  653.  
  654.     DeathSound();
  655.     
  656.     self.angles_x = 0;
  657.     self.angles_z = 0;
  658.     
  659.     if (self.weapon == IT_AXE)
  660.     {
  661.         player_die_ax1 ();
  662.         return;
  663.     }
  664.     
  665.     i = cvar("temp1");
  666.     if (!i)
  667.         i = 1 + floor(random()*6);
  668.     
  669.     if (i == 1)
  670.         player_diea1();
  671.     else if (i == 2)
  672.         player_dieb1();
  673.     else if (i == 3)
  674.         player_diec1();
  675.     else if (i == 4)
  676.         player_died1();
  677.     else
  678.         player_diee1();
  679.  
  680. };
  681.  
  682. void() set_suicide_frame =
  683. {    // used by klill command and diconnect command
  684.     if (self.model != "progs/player.mdl")
  685.         return;    // allready gibbed
  686.     self.frame = $deatha11;
  687.     self.solid = SOLID_NOT;
  688.     self.movetype = MOVETYPE_TOSS;
  689.     self.deadflag = DEAD_DEAD;
  690.     self.nextthink = -1;
  691. };
  692.  
  693. void(entity e) player_addfriend = {
  694.     local entity newfle;
  695.     newfle=spawn();
  696.     newfle.chain=self.friendlist;
  697.     newfle.listitem=e;
  698.     self.friendlist=newfle;
  699. };
  700.  
  701. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  702. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  703. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  704. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  705. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  706. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  707. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  708. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  709. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  710. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  711. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  712.  
  713. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  714. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  715. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  716. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  717. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  718. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  719. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  720. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  721. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  722.  
  723. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  724. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  725. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  726. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  727. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  728. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  729. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  730. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  731. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  732. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  733. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  734. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  735. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  736. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  737. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  738.  
  739. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  740. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  741. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  742. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  743. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  744. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  745. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  746. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  747. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  748.  
  749. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  750. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  751. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  752. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  753. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  754. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  755. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  756. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  757. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  758.  
  759. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  760. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  761. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  762. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  763. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  764. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  765. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  766. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  767. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  768.