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Text File  |  1996-08-22  |  20.4 KB  |  690 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. local string fl;
  176.  
  177.  
  178.     if (!self.button0)
  179.         {player_run ();return;}
  180.  
  181. //CN_PATCH - Aug 96: is NG/SNG jammed?
  182.     if (self.weapon == IT_NAILGUN)
  183.       CN_NG_Jammed();
  184.     else
  185.       CN_SNG_Jammed();
  186.  
  187.     if (((self.jammed_ng < 1.0) && (self.weapon == IT_NAILGUN)) ||
  188.         ((self.jammed_sng < 1.0) && (self.weapon == IT_SUPER_NAILGUN)))
  189.     {
  190.       self.effects = self.effects | EF_MUZZLEFLASH;
  191.       self.weaponframe = self.weaponframe + 1;
  192.       if (self.weaponframe == 9)
  193.           self.weaponframe = 1;
  194.       SuperDamageSound();
  195.       W_FireSpikes (4);
  196.       self.attack_finished = time + 0.2;
  197.     } else
  198.     {
  199.       self.weaponframe = 0;
  200.       if (self.weapon == IT_NAILGUN)
  201.         sprint (self,"Nailgun jammed!\n");
  202.       else
  203.         sprint (self,"Perforator jammed!\n");
  204.       self.attack_finished = time + 1;
  205.     }
  206. //END CN_PATCH
  207. };
  208. void() player_nail2   =[$nailatt2, player_nail1  ]
  209. {
  210. //CN_PATCH - check jamming
  211.       if (((self.jammed_ng < 1.0) && (self.weapon == IT_NAILGUN)) ||
  212.       ((self.jammed_sng < 1.0) && (self.weapon == IT_SUPER_NAILGUN)))
  213.       {
  214.     self.effects = self.effects | EF_MUZZLEFLASH;
  215.  
  216.     if (!self.button0)
  217.         {player_run ();return;}
  218.     self.weaponframe = self.weaponframe + 1;
  219.     if (self.weaponframe == 9)
  220.         self.weaponframe = 1;
  221.     SuperDamageSound();
  222.     W_FireSpikes (-4);
  223.     self.attack_finished = time + 0.2;
  224.       }
  225.       else
  226.     self.attack_finished = time + 1;
  227. //END CN_PATCH
  228. };
  229.  
  230. //============================================================================
  231.  
  232. void() player_light1   =[$light1, player_light2  ] 
  233. {
  234.     self.effects = self.effects | EF_MUZZLEFLASH;
  235.  
  236.     if (!self.button0)
  237.         {player_run ();return;}
  238.     self.weaponframe = self.weaponframe + 1;
  239.     if (self.weaponframe == 5)
  240.         self.weaponframe = 1;
  241.     SuperDamageSound();
  242.     W_FireLightning();
  243.     self.attack_finished = time + 0.2;
  244. };
  245. void() player_light2   =[$light2, player_light1  ]
  246. {
  247.     self.effects = self.effects | EF_MUZZLEFLASH;
  248.  
  249.     if (!self.button0)
  250.         {player_run ();return;}
  251.     self.weaponframe = self.weaponframe + 1;
  252.     if (self.weaponframe == 5)
  253.         self.weaponframe = 1;
  254.     SuperDamageSound();
  255.     W_FireLightning();
  256.     self.attack_finished = time + 0.2;
  257. };
  258.  
  259. //============================================================================
  260.  
  261.  
  262. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  263. self.effects = self.effects | EF_MUZZLEFLASH;};
  264. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  265. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  266. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  267. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  268. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  269. void(float num_bubbles) DeathBubbles;
  270.  
  271. void() PainSound =
  272. {
  273. local float             rs;
  274.  
  275.     if (self.health < 0)
  276.         return;
  277.  
  278.     if (damage_attacker.classname == "teledeath")
  279.     {
  280.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  281.         return;
  282.     }
  283.  
  284. // water pain sounds
  285.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  286.     {
  287.         DeathBubbles(1);
  288.         if (random() > 0.5)
  289.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  290.         else
  291.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  292.         return;
  293.     }
  294.  
  295. // slime pain sounds
  296.     if (self.watertype == CONTENT_SLIME)
  297.     {
  298. // FIX ME       put in some steam here
  299.         if (random() > 0.5)
  300.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  301.         else
  302.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  303.         return;
  304.     }
  305.  
  306.     if (self.watertype == CONTENT_LAVA)
  307.     {
  308.         if (random() > 0.5)
  309.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  310.         else
  311.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  312.         return;
  313.     }
  314.  
  315.     if (self.pain_finished > time)
  316.     {
  317.         self.axhitme = 0;
  318.         return;
  319.     }
  320.     self.pain_finished = time + 0.5;
  321.  
  322. // don't make multiple pain sounds right after each other
  323.  
  324. // ax pain sound
  325.     if (self.axhitme == 1)
  326.     {
  327.         self.axhitme = 0;
  328.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  329.         return;
  330.     }
  331.     
  332.  
  333.     rs = rint((random() * 5) + 1);
  334.  
  335.     self.noise = "";
  336.     if (rs == 1)
  337.         self.noise = "player/pain1.wav";
  338.     else if (rs == 2)
  339.         self.noise = "player/pain2.wav";
  340.     else if (rs == 3)
  341.         self.noise = "player/pain3.wav";
  342.     else if (rs == 4)
  343.         self.noise = "player/pain4.wav";
  344.     else if (rs == 5)
  345.         self.noise = "player/pain5.wav";
  346.     else
  347.         self.noise = "player/pain6.wav";
  348.  
  349.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  350.     return;
  351. };
  352.  
  353. void()  player_pain1 =  [       $pain1, player_pain2    ] {PainSound();self.weaponframe=0;};
  354. void()  player_pain2 =  [       $pain2, player_pain3    ] {};
  355. void()  player_pain3 =  [       $pain3, player_pain4    ] {};
  356. void()  player_pain4 =  [       $pain4, player_pain5    ] {};
  357. void()  player_pain5 =  [       $pain5, player_pain6    ] {};
  358. void()  player_pain6 =  [       $pain6, player_run      ] {};
  359.  
  360. void()  player_axpain1 =        [       $axpain1,       player_axpain2  ] {PainSound();self.weaponframe=0;};
  361. void()  player_axpain2 =        [       $axpain2,       player_axpain3  ] {};
  362. void()  player_axpain3 =        [       $axpain3,       player_axpain4  ] {};
  363. void()  player_axpain4 =        [       $axpain4,       player_axpain5  ] {};
  364. void()  player_axpain5 =        [       $axpain5,       player_axpain6  ] {};
  365. void()  player_axpain6 =        [       $axpain6,       player_run      ] {};
  366.  
  367. void() player_pain =
  368. {
  369.     if (self.weaponframe)
  370.         return;
  371.  
  372.     if (self.invisible_finished > time)
  373.         return;         // eyes don't have pain frames
  374.  
  375.     if (self.weapon == IT_AXE)
  376.         player_axpain1 ();
  377.     else
  378.         player_pain1 ();
  379. };
  380.  
  381. void() player_diea1;
  382. void() player_dieb1;
  383. void() player_diec1;
  384. void() player_died1;
  385. void() player_diee1;
  386. void() player_die_ax1;
  387.  
  388. void() DeathBubblesSpawn =
  389. {
  390. local entity    bubble;
  391.     if (self.owner.waterlevel != 3)
  392.         return;
  393.     bubble = spawn();
  394.     setmodel (bubble, "progs/s_bubble.spr");
  395.     setorigin (bubble, self.owner.origin + '0 0 24');
  396.     bubble.movetype = MOVETYPE_NOCLIP;
  397.     bubble.solid = SOLID_NOT;
  398.     bubble.velocity = '0 0 15';
  399.     bubble.nextthink = time + 0.5;
  400.     bubble.think = bubble_bob;
  401.     bubble.classname = "bubble";
  402.     bubble.frame = 0;
  403.     bubble.cnt = 0;
  404.     setsize (bubble, '-8 -8 -8', '8 8 8');
  405.     self.nextthink = time + 0.1;
  406.     self.think = DeathBubblesSpawn;
  407.     self.air_finished = self.air_finished + 1;
  408.     if (self.air_finished >= self.bubble_count)
  409.         remove(self);
  410. };
  411.  
  412. void(float num_bubbles) DeathBubbles =
  413. {
  414. local entity    bubble_spawner;
  415.     
  416.     bubble_spawner = spawn();
  417.     setorigin (bubble_spawner, self.origin);
  418.     bubble_spawner.movetype = MOVETYPE_NONE;
  419.     bubble_spawner.solid = SOLID_NOT;
  420.     bubble_spawner.nextthink = time + 0.1;
  421.     bubble_spawner.think = DeathBubblesSpawn;
  422.     bubble_spawner.air_finished = 0;
  423.     bubble_spawner.owner = self;
  424.     bubble_spawner.bubble_count = num_bubbles;
  425.     return;
  426. };
  427.  
  428.  
  429. void() DeathSound =
  430. {
  431. local float             rs;
  432.  
  433.     // water death sounds
  434.     if (self.waterlevel == 3)
  435.     {
  436.         DeathBubbles(20);
  437.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  438.         return;
  439.     }
  440.     
  441.     rs = rint ((random() * 4) + 1);
  442.     if (rs == 1)
  443.         self.noise = "player/death1.wav";
  444.     if (rs == 2)
  445.         self.noise = "player/death2.wav";
  446.     if (rs == 3)
  447.         self.noise = "player/death3.wav";
  448.     if (rs == 4)
  449.         self.noise = "player/death4.wav";
  450.     if (rs == 5)
  451.         self.noise = "player/death5.wav";
  452.  
  453.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  454.     return;
  455. };
  456.  
  457.  
  458. void() PlayerDead =
  459. {
  460.     self.nextthink = -1;
  461. // allow respawn after a certain time
  462.     self.deadflag = DEAD_DEAD;
  463. };
  464.  
  465. vector(float dm) VelocityForDamage =
  466. {
  467.     local vector v;
  468.  
  469.     v_x = 100 * crandom();
  470.     v_y = 100 * crandom();
  471.     v_z = 200 + 100 * random();
  472.  
  473.     if (dm > -50)
  474.     {
  475. //              dprint ("level 1\n");
  476.         v = v * 0.7;
  477.     }
  478.     else if (dm > -200)
  479.     {
  480. //              dprint ("level 3\n");
  481.         v = v * 2;
  482.     }
  483.     else
  484.         v = v * 10;
  485.  
  486.     return v;
  487. };
  488.  
  489. void(string gibname, float dm) ThrowGib =
  490. {
  491.     local   entity new;
  492.  
  493.     new = spawn();
  494.     new.origin = self.origin;
  495.     setmodel (new, gibname);
  496.     setsize (new, '0 0 0', '0 0 0');
  497.     new.velocity = VelocityForDamage (dm);
  498.     new.movetype = MOVETYPE_BOUNCE;
  499.     new.solid = SOLID_NOT;
  500.     new.avelocity_x = random()*600;
  501.     new.avelocity_y = random()*600;
  502.     new.avelocity_z = random()*600;
  503.     new.think = SUB_Remove;
  504.     new.ltime = time;
  505.     new.nextthink = time + 10 + random()*10;
  506.     new.frame = 0;
  507.     new.flags = 0;
  508. };
  509.  
  510. void(string gibname, float dm) ThrowHead =
  511. {
  512.     setmodel (self, gibname);
  513.     self.frame = 0;
  514.     self.nextthink = -1;
  515.     self.movetype = MOVETYPE_BOUNCE;
  516.     self.takedamage = DAMAGE_NO;
  517.     self.solid = SOLID_NOT;
  518.     self.view_ofs = '0 0 8';
  519.     setsize (self, '-16 -16 0', '16 16 56');
  520.     self.velocity = VelocityForDamage (dm);
  521.     self.origin_z = self.origin_z - 24;
  522.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  523.     self.avelocity = crandom() * '0 600 0';
  524. };
  525.  
  526.  
  527. void() GibPlayer =
  528. {
  529.     ThrowHead ("progs/h_player.mdl", self.health);
  530.     ThrowGib ("progs/gib1.mdl", self.health);
  531.     ThrowGib ("progs/gib2.mdl", self.health);
  532.     ThrowGib ("progs/gib3.mdl", self.health);
  533.  
  534.     self.deadflag = DEAD_DEAD;
  535.  
  536.     if (damage_attacker.classname == "teledeath")
  537.     {
  538.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  539.         return;
  540.     }
  541.  
  542.     if (damage_attacker.classname == "teledeath2")
  543.     {
  544.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  545.         return;
  546.     }
  547.         
  548.     if (random() < 0.5)
  549.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  550.     else
  551.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  552. };
  553.  
  554. void() PlayerDie =
  555. {
  556.     local   float   i;
  557.     
  558.     self.items = self.items - (self.items & IT_INVISIBILITY);
  559.     self.invisible_finished = 0;    // don't die as eyes
  560.     self.invincible_finished = 0;
  561.     self.super_damage_finished = 0;
  562.     self.radsuit_finished = 0;
  563.     self.modelindex = modelindex_player;    // don't use eyes
  564.  
  565.     if (deathmatch || coop)
  566.         DropBackpack();
  567.     
  568.     self.weaponmodel="";
  569.     self.view_ofs = '0 0 -8';
  570.     self.deadflag = DEAD_DYING;
  571.     self.solid = SOLID_NOT;
  572.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  573.     self.movetype = MOVETYPE_TOSS;
  574.     if (self.velocity_z < 10)
  575.         self.velocity_z = self.velocity_z + random()*300;
  576.  
  577.     if (self.health < -40)
  578.     {
  579.         GibPlayer ();
  580.         return;
  581.     }
  582.  
  583.     DeathSound();
  584.     
  585.     self.angles_x = 0;
  586.     self.angles_z = 0;
  587.     
  588.     if (self.weapon == IT_AXE)
  589.     {
  590.         player_die_ax1 ();
  591.         return;
  592.     }
  593.     
  594.     i = cvar("temp1");
  595.     if (!i)
  596.         i = 1 + floor(random()*6);
  597.     
  598.     if (i == 1)
  599.         player_diea1();
  600.     else if (i == 2)
  601.         player_dieb1();
  602.     else if (i == 3)
  603.         player_diec1();
  604.     else if (i == 4)
  605.         player_died1();
  606.     else
  607.         player_diee1();
  608.  
  609. };
  610.  
  611. void() set_suicide_frame =
  612. {       // used by klill command and diconnect command
  613.     if (self.model != "progs/player.mdl")
  614.         return; // allready gibbed
  615.     self.frame = $deatha11;
  616.     self.solid = SOLID_NOT;
  617.     self.movetype = MOVETYPE_TOSS;
  618.     self.deadflag = DEAD_DEAD;
  619.     self.nextthink = -1;
  620. };
  621.  
  622.  
  623. void()  player_diea1    =       [       $deatha1,       player_diea2    ] {};
  624. void()  player_diea2    =       [       $deatha2,       player_diea3    ] {};
  625. void()  player_diea3    =       [       $deatha3,       player_diea4    ] {};
  626. void()  player_diea4    =       [       $deatha4,       player_diea5    ] {};
  627. void()  player_diea5    =       [       $deatha5,       player_diea6    ] {};
  628. void()  player_diea6    =       [       $deatha6,       player_diea7    ] {};
  629. void()  player_diea7    =       [       $deatha7,       player_diea8    ] {};
  630. void()  player_diea8    =       [       $deatha8,       player_diea9    ] {};
  631. void()  player_diea9    =       [       $deatha9,       player_diea10   ] {};
  632. void()  player_diea10   =       [       $deatha10,      player_diea11   ] {};
  633. void()  player_diea11   =       [       $deatha11,      player_diea11 ] {PlayerDead();};
  634.  
  635. void()  player_dieb1    =       [       $deathb1,       player_dieb2    ] {};
  636. void()  player_dieb2    =       [       $deathb2,       player_dieb3    ] {};
  637. void()  player_dieb3    =       [       $deathb3,       player_dieb4    ] {};
  638. void()  player_dieb4    =       [       $deathb4,       player_dieb5    ] {};
  639. void()  player_dieb5    =       [       $deathb5,       player_dieb6    ] {};
  640. void()  player_dieb6    =       [       $deathb6,       player_dieb7    ] {};
  641. void()  player_dieb7    =       [       $deathb7,       player_dieb8    ] {};
  642. void()  player_dieb8    =       [       $deathb8,       player_dieb9    ] {};
  643. void()  player_dieb9    =       [       $deathb9,       player_dieb9    ] {PlayerDead();};
  644.  
  645. void()  player_diec1    =       [       $deathc1,       player_diec2    ] {};
  646. void()  player_diec2    =       [       $deathc2,       player_diec3    ] {};
  647. void()  player_diec3    =       [       $deathc3,       player_diec4    ] {};
  648. void()  player_diec4    =       [       $deathc4,       player_diec5    ] {};
  649. void()  player_diec5    =       [       $deathc5,       player_diec6    ] {};
  650. void()  player_diec6    =       [       $deathc6,       player_diec7    ] {};
  651. void()  player_diec7    =       [       $deathc7,       player_diec8    ] {};
  652. void()  player_diec8    =       [       $deathc8,       player_diec9    ] {};
  653. void()  player_diec9    =       [       $deathc9,       player_diec10   ] {};
  654. void()  player_diec10   =       [       $deathc10,      player_diec11   ] {};
  655. void()  player_diec11   =       [       $deathc11,      player_diec12   ] {};
  656. void()  player_diec12   =       [       $deathc12,      player_diec13   ] {};
  657. void()  player_diec13   =       [       $deathc13,      player_diec14   ] {};
  658. void()  player_diec14   =       [       $deathc14,      player_diec15   ] {};
  659. void()  player_diec15   =       [       $deathc15,      player_diec15 ] {PlayerDead();};
  660.  
  661. void()  player_died1    =       [       $deathd1,       player_died2    ] {};
  662. void()  player_died2    =       [       $deathd2,       player_died3    ] {};
  663. void()  player_died3    =       [       $deathd3,       player_died4    ] {};
  664. void()  player_died4    =       [       $deathd4,       player_died5    ] {};
  665. void()  player_died5    =       [       $deathd5,       player_died6    ] {};
  666. void()  player_died6    =       [       $deathd6,       player_died7    ] {};
  667. void()  player_died7    =       [       $deathd7,       player_died8    ] {};
  668. void()  player_died8    =       [       $deathd8,       player_died9    ] {};
  669. void()  player_died9    =       [       $deathd9,       player_died9    ] {PlayerDead();};
  670.  
  671. void()  player_diee1    =       [       $deathe1,       player_diee2    ] {};
  672. void()  player_diee2    =       [       $deathe2,       player_diee3    ] {};
  673. void()  player_diee3    =       [       $deathe3,       player_diee4    ] {};
  674. void()  player_diee4    =       [       $deathe4,       player_diee5    ] {};
  675. void()  player_diee5    =       [       $deathe5,       player_diee6    ] {};
  676. void()  player_diee6    =       [       $deathe6,       player_diee7    ] {};
  677. void()  player_diee7    =       [       $deathe7,       player_diee8    ] {};
  678. void()  player_diee8    =       [       $deathe8,       player_diee9    ] {};
  679. void()  player_diee9    =       [       $deathe9,       player_diee9    ] {PlayerDead();};
  680.  
  681. void()  player_die_ax1  =       [       $axdeth1,       player_die_ax2  ] {};
  682. void()  player_die_ax2  =       [       $axdeth2,       player_die_ax3  ] {};
  683. void()  player_die_ax3  =       [       $axdeth3,       player_die_ax4  ] {};
  684. void()  player_die_ax4  =       [       $axdeth4,       player_die_ax5  ] {};
  685. void()  player_die_ax5  =       [       $axdeth5,       player_die_ax6  ] {};
  686. void()  player_die_ax6  =       [       $axdeth6,       player_die_ax7  ] {};
  687. void()  player_die_ax7  =       [       $axdeth7,       player_die_ax8  ] {};
  688. void()  player_die_ax8  =       [       $axdeth8,       player_die_ax9  ] {};
  689. void()  player_die_ax9  =       [       $axdeth9,       player_die_ax9  ] {PlayerDead();};
  690.