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Text File  |  1997-07-27  |  20.9 KB  |  711 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 = $axrun1 + self.walkframe;
  131.     }
  132.     else
  133.     {
  134.         if (self.walkframe == 6)
  135.             self.walkframe = 0;
  136.         self.frame = self.frame + self.walkframe;
  137.     }
  138.     self.walkframe = self.walkframe + 1;
  139. };
  140.  
  141. void()muzzleflash =
  142. {
  143.     WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
  144.     WriteEntity (MSG_MULTICAST, self);
  145.     multicast (self.origin, MULTICAST_PVS);
  146. };
  147.  
  148.  
  149. void()  player_shot1 =  [$shotatt1, player_shot2        ] {self.weaponframe=1;muzzleflash();};
  150. void()  player_shot2 =  [$shotatt2, player_shot3        ] {self.weaponframe=2;};
  151. void()  player_shot3 =  [$shotatt3, player_shot4        ] {self.weaponframe=3;};
  152. void()  player_shot4 =  [$shotatt4, player_shot5        ] {self.weaponframe=4;};
  153. void()  player_shot5 =  [$shotatt5, player_shot6        ] {self.weaponframe=5;};
  154. void()  player_shot6 =  [$shotatt6, player_run  ] {self.weaponframe=6;};
  155.  
  156. void()  player_axe1 =   [$axatt1, player_axe2   ] {self.weaponframe=1;};
  157. void()  player_axe2 =   [$axatt2, player_axe3   ] {self.weaponframe=2;};
  158. void()  player_axe3 =   [$axatt3, player_axe4   ] {self.weaponframe=3;W_FireAxe();};
  159. void()  player_axe4 =   [$axatt4, player_run    ] {self.weaponframe=4;};
  160.  
  161. void()  player_axeb1 =  [$axattb1, player_axeb2 ] {self.weaponframe=5;};
  162. void()  player_axeb2 =  [$axattb2, player_axeb3 ] {self.weaponframe=6;};
  163. void()  player_axeb3 =  [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
  164. void()  player_axeb4 =  [$axattb4, player_run   ] {self.weaponframe=8;};
  165.  
  166. void()  player_axec1 =  [$axattc1, player_axec2 ] {self.weaponframe=1;};
  167. void()  player_axec2 =  [$axattc2, player_axec3 ] {self.weaponframe=2;};
  168. void()  player_axec3 =  [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
  169. void()  player_axec4 =  [$axattc4, player_run   ] {self.weaponframe=4;};
  170.  
  171. void()  player_axed1 =  [$axattd1, player_axed2 ] {self.weaponframe=5;};
  172. void()  player_axed2 =  [$axattd2, player_axed3 ] {self.weaponframe=6;};
  173. void()  player_axed3 =  [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
  174. void()  player_axed4 =  [$axattd4, player_run   ] {self.weaponframe=8;};
  175.  
  176.  
  177. //============================================================================
  178.  
  179. void() player_nail1   =[$nailatt1, player_nail2  ] 
  180. {
  181.     muzzleflash();
  182.  
  183.     if (!self.button0 || intermission_running || self.impulse)
  184.         {player_run ();return;}
  185.     self.weaponframe = self.weaponframe + 1;
  186.     if (self.weaponframe == 9)
  187.         self.weaponframe = 1;
  188.     SuperDamageSound();
  189.     W_FireSpikes (4);
  190.     self.attack_finished = time + 0.2;
  191. };
  192. void() player_nail2   =[$nailatt2, player_nail1  ]
  193. {
  194.     muzzleflash();
  195.  
  196.     if (!self.button0 || intermission_running || self.impulse)
  197.         {player_run ();return;}
  198.     self.weaponframe = self.weaponframe + 1;
  199.     if (self.weaponframe == 9)
  200.         self.weaponframe = 1;
  201.     SuperDamageSound();
  202.     W_FireSpikes (-4);
  203.     self.attack_finished = time + 0.2;
  204. };
  205.  
  206. //============================================================================
  207.  
  208. void() player_light1   =[$light1, player_light2  ] 
  209. {
  210.     muzzleflash();
  211.  
  212.     if (!self.button0 || intermission_running)
  213.         {player_run ();return;}
  214.     self.weaponframe = self.weaponframe + 1;
  215.     if (self.weaponframe == 5)
  216.         self.weaponframe = 1;
  217.     SuperDamageSound();
  218.     W_FireLightning();
  219.     self.attack_finished = time + 0.2;
  220. };
  221. void() player_light2   =[$light2, player_light1  ]
  222. {
  223.     muzzleflash();
  224.  
  225.     if (!self.button0 || intermission_running)
  226.         {player_run ();return;}
  227.     self.weaponframe = self.weaponframe + 1;
  228.     if (self.weaponframe == 5)
  229.         self.weaponframe = 1;
  230.     SuperDamageSound();
  231.     W_FireLightning();
  232.     self.attack_finished = time + 0.2;
  233. };
  234.  
  235. //============================================================================
  236.  
  237.  
  238. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  239.     muzzleflash();};
  240. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  241. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  242. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  243. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  244. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  245. void(float num_bubbles) DeathBubbles;
  246.  
  247. void() PainSound =
  248. {
  249. local float             rs;
  250.  
  251.     if (self.health < 0)
  252.         return;
  253.  
  254.     if (damage_attacker.classname == "teledeath")
  255.     {
  256.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  257.         return;
  258.     }
  259.  
  260. // water pain sounds
  261.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  262.     {
  263.         DeathBubbles(1);
  264.         if (random() > 0.5)
  265.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  266.         else
  267.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  268.         return;
  269.     }
  270.  
  271. // slime pain sounds
  272.     if (self.watertype == CONTENT_SLIME)
  273.     {
  274. // FIX ME       put in some steam here
  275.         if (random() > 0.5)
  276.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  277.         else
  278.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  279.         return;
  280.     }
  281.  
  282.     if (self.watertype == CONTENT_LAVA)
  283.     {
  284.         if (random() > 0.5)
  285.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  286.         else
  287.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  288.         return;
  289.     }
  290.  
  291.     if (self.pain_finished > time)
  292.     {
  293.         self.axhitme = 0;
  294.         return;
  295.     }
  296.     self.pain_finished = time + 0.5;
  297.  
  298. // don't make multiple pain sounds right after each other
  299.  
  300. // ax pain sound
  301.     if (self.axhitme == 1)
  302.     {
  303.         self.axhitme = 0;
  304.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  305.         return;
  306.     }
  307.     
  308.  
  309.     rs = rint((random() * 5) + 1);
  310.  
  311.     self.noise = "";
  312.     if (rs == 1)
  313.         self.noise = "player/pain1.wav";
  314.     else if (rs == 2)
  315.         self.noise = "player/pain2.wav";
  316.     else if (rs == 3)
  317.         self.noise = "player/pain3.wav";
  318.     else if (rs == 4)
  319.         self.noise = "player/pain4.wav";
  320.     else if (rs == 5)
  321.         self.noise = "player/pain5.wav";
  322.     else
  323.         self.noise = "player/pain6.wav";
  324.  
  325.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  326.     return;
  327. };
  328.  
  329. void()  player_pain1 =  [       $pain1, player_pain2    ] {PainSound();self.weaponframe=0;};
  330. void()  player_pain2 =  [       $pain2, player_pain3    ] {};
  331. void()  player_pain3 =  [       $pain3, player_pain4    ] {};
  332. void()  player_pain4 =  [       $pain4, player_pain5    ] {};
  333. void()  player_pain5 =  [       $pain5, player_pain6    ] {};
  334. void()  player_pain6 =  [       $pain6, player_run      ] {};
  335.  
  336. void()  player_axpain1 =        [       $axpain1,       player_axpain2  ] {PainSound();self.weaponframe=0;};
  337. void()  player_axpain2 =        [       $axpain2,       player_axpain3  ] {};
  338. void()  player_axpain3 =        [       $axpain3,       player_axpain4  ] {};
  339. void()  player_axpain4 =        [       $axpain4,       player_axpain5  ] {};
  340. void()  player_axpain5 =        [       $axpain5,       player_axpain6  ] {};
  341. void()  player_axpain6 =        [       $axpain6,       player_run      ] {};
  342.  
  343. void() player_pain =
  344. {
  345.     if (self.weaponframe)
  346.         return;
  347.  
  348.     if (self.invisible_finished > time)
  349.         return;         // eyes don't have pain frames
  350.  
  351.     if (self.weapon == IT_AXE)
  352.         player_axpain1 ();
  353.     else
  354.         player_pain1 ();
  355. };
  356.  
  357. void() player_diea1;
  358. void() player_dieb1;
  359. void() player_diec1;
  360. void() player_died1;
  361. void() player_diee1;
  362. void() player_die_ax1;
  363.  
  364. void() DeathBubblesSpawn =
  365. {
  366. local entity    bubble;
  367.     if (self.owner.waterlevel != 3)
  368.         return;
  369.     bubble = spawn();
  370.     setmodel (bubble, "progs/s_bubble.spr");
  371.     setorigin (bubble, self.owner.origin + '0 0 24');
  372.     bubble.movetype = MOVETYPE_NOCLIP;
  373.     bubble.solid = SOLID_NOT;
  374.     bubble.velocity = '0 0 15';
  375.     bubble.nextthink = time + 0.5;
  376.     bubble.think = bubble_bob;
  377.     bubble.classname = "bubble";
  378.     bubble.frame = 0;
  379.     bubble.cnt = 0;
  380.     setsize (bubble, '-8 -8 -8', '8 8 8');
  381.     self.nextthink = time + 0.1;
  382.     self.think = DeathBubblesSpawn;
  383.     self.air_finished = self.air_finished + 1;
  384.     if (self.air_finished >= self.bubble_count)
  385.         remove(self);
  386. };
  387.  
  388. void(float num_bubbles) DeathBubbles =
  389. {
  390. local entity    bubble_spawner;
  391.     
  392.     bubble_spawner = spawn();
  393.     setorigin (bubble_spawner, self.origin);
  394.     bubble_spawner.movetype = MOVETYPE_NONE;
  395.     bubble_spawner.solid = SOLID_NOT;
  396.     bubble_spawner.nextthink = time + 0.1;
  397.     bubble_spawner.think = DeathBubblesSpawn;
  398.     bubble_spawner.air_finished = 0;
  399.     bubble_spawner.owner = self;
  400.     bubble_spawner.bubble_count = num_bubbles;
  401.     return;
  402. };
  403.  
  404.  
  405. void() DeathSound =
  406. {
  407. local float             rs;
  408.  
  409.     // water death sounds
  410.     if (self.waterlevel == 3)
  411.     {
  412.         DeathBubbles(5);
  413.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  414.         return;
  415.     }
  416.     
  417.     rs = rint ((random() * 4) + 1);
  418.     if (rs == 1)
  419.         self.noise = "player/death1.wav";
  420.     if (rs == 2)
  421.         self.noise = "player/death2.wav";
  422.     if (rs == 3)
  423.         self.noise = "player/death3.wav";
  424.     if (rs == 4)
  425.         self.noise = "player/death4.wav";
  426.     if (rs == 5)
  427.         self.noise = "player/death5.wav";
  428.  
  429.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  430.     return;
  431. };
  432.  
  433.  
  434. void() PlayerDead =
  435. {
  436.     self.nextthink = -1;
  437. // allow respawn after a certain time
  438.     self.deadflag = DEAD_DEAD;
  439. };
  440.  
  441. vector(float dm) VelocityForDamage =
  442. {
  443.     local vector v;
  444.  
  445.     if (vlen(damage_inflictor.velocity)>0)
  446.     {
  447.         v = 0.5 * damage_inflictor.velocity;
  448.         v = v + (25 * normalize(self.origin-damage_inflictor.origin));
  449.         v_z = 100 + 240 * random();
  450.         v_x = v_x + (200 * crandom());
  451.         v_y = v_y + (200 * crandom());
  452.         //dprint ("Velocity gib\n");                
  453.     }
  454.     else
  455.     {
  456.         v_x = 100 * crandom();
  457.         v_y = 100 * crandom();
  458.         v_z = 200 + 100 * random();
  459.     }
  460.  
  461.     //v_x = 100 * crandom();
  462.     //v_y = 100 * crandom();
  463.     //v_z = 200 + 100 * random();
  464.  
  465.     if (dm > -50)
  466.     {
  467.     //      dprint ("level 1\n");
  468.         v = v * 0.7;
  469.     }
  470.     else if (dm > -200)
  471.     {
  472.     //      dprint ("level 3\n");
  473.         v = v * 2;
  474.     }
  475.     else
  476.         v = v * 10;
  477.  
  478.     return v;
  479. };
  480.  
  481. void(string gibname, float dm) ThrowGib =
  482. {
  483.     local   entity new;
  484.  
  485.     new = spawn();
  486.     new.origin = self.origin;
  487.     setmodel (new, gibname);
  488.     setsize (new, '0 0 0', '0 0 0');
  489.     new.velocity = VelocityForDamage (dm);
  490.     new.movetype = MOVETYPE_BOUNCE;
  491.     new.solid = SOLID_NOT;
  492.     new.avelocity_x = random()*600;
  493.     new.avelocity_y = random()*600;
  494.     new.avelocity_z = random()*600;
  495.     new.think = SUB_Remove;
  496.     new.ltime = time;
  497.     new.nextthink = time + 10 + random()*10;
  498.     new.frame = 0;
  499.     new.flags = 0;
  500. };
  501.  
  502. void(string gibname, float dm) ThrowHead =
  503. {
  504.     setmodel (self, gibname);
  505.     self.frame = 0;
  506.     self.nextthink = -1;
  507.     self.movetype = MOVETYPE_BOUNCE;
  508.     self.takedamage = DAMAGE_NO;
  509.     self.solid = SOLID_NOT;
  510.     self.view_ofs = '0 0 8';
  511.     setsize (self, '-16 -16 0', '16 16 56');
  512.     self.velocity = VelocityForDamage (dm);
  513.     self.origin_z = self.origin_z - 24;
  514.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  515.     self.avelocity = crandom() * '0 600 0';
  516. };
  517.  
  518.  
  519. void() GibPlayer =
  520. {
  521.     ThrowHead ("progs/h_player.mdl", self.health);
  522.     ThrowGib ("progs/gib1.mdl", self.health);
  523.     ThrowGib ("progs/gib2.mdl", self.health);
  524.     ThrowGib ("progs/gib3.mdl", self.health);
  525.  
  526.     self.deadflag = DEAD_DEAD;
  527.  
  528.     if (damage_attacker.classname == "teledeath")
  529.     {
  530.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  531.         return;
  532.     }
  533.  
  534.     if (damage_attacker.classname == "teledeath2")
  535.     {
  536.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  537.         return;
  538.     }
  539.         
  540.     if (random() < 0.5)
  541.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  542.     else
  543.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  544. };
  545.  
  546. void() PlayerDie =
  547. {
  548.     local   float   i;
  549.     local    string    s;    
  550.     self.items = self.items - (self.items & IT_INVISIBILITY);
  551.  
  552.     if ((stof(infokey(world,"dq"))) != 0)
  553.     {
  554.         if (self.super_damage_finished > 0)
  555.         {
  556.             DropQuad (self.super_damage_finished - time);
  557.             bprint (PRINT_LOW, self.netname);
  558.             if (deathmatch == 4)
  559.                 bprint (PRINT_LOW, " lost an OctaPower with ");
  560.             else
  561.                 bprint (PRINT_LOW, " lost a quad with ");
  562.             s = ftos(rint(self.super_damage_finished - time));
  563.             bprint (PRINT_LOW, s);
  564.             bprint (PRINT_LOW, " seconds remaining\n");
  565.         }
  566.     }
  567.  
  568.     if ((stof(infokey(world,"dr"))) != 0)
  569.     {
  570.         if (self.invisible_finished > 0)
  571.         {
  572.             bprint (PRINT_LOW, self.netname);
  573.             bprint (PRINT_LOW, " lost a ring with ");
  574.             s = ftos(rint(self.invisible_finished - time));
  575.             bprint (PRINT_LOW, s);
  576.             bprint (PRINT_LOW, " seconds remaining\n");
  577.             DropRing (self.invisible_finished - time);
  578.         }
  579.     }
  580.  
  581.     self.invisible_finished = 0;    // don't die as eyes
  582.     self.invincible_finished = 0;
  583.     self.super_damage_finished = 0;
  584.     self.radsuit_finished = 0;
  585.     self.modelindex = modelindex_player;    // don't use eyes
  586.  
  587.     DropBackpack();
  588.     
  589.     self.weaponmodel="";
  590.     self.view_ofs = '0 0 -8';
  591.     self.deadflag = DEAD_DYING;
  592.     self.solid = SOLID_NOT;
  593.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  594.     self.movetype = MOVETYPE_TOSS;
  595.     if (self.velocity_z < 10)
  596.         self.velocity_z = self.velocity_z + random()*300;
  597.  
  598.     if (self.health < -40)
  599.     {
  600.         GibPlayer ();
  601.         return;
  602.     }
  603.  
  604.     DeathSound();
  605.     
  606.     self.angles_x = 0;
  607.     self.angles_z = 0;
  608.     
  609.     if (self.weapon == IT_AXE)
  610.     {
  611.         player_die_ax1 ();
  612.         return;
  613.     }
  614.     
  615.     i = cvar("temp1");
  616.     if (!i)
  617.         i = 1 + floor(random()*6);
  618.     
  619.     if (i == 1)
  620.         player_diea1();
  621.     else if (i == 2)
  622.         player_dieb1();
  623.     else if (i == 3)
  624.         player_diec1();
  625.     else if (i == 4)
  626.         player_died1();
  627.     else
  628.         player_diee1();
  629.  
  630. };
  631.  
  632. void() set_suicide_frame =
  633. {       // used by klill command and diconnect command
  634.     if (self.model != "progs/player.mdl")
  635.         return; // allready gibbed
  636.     self.frame = $deatha11;
  637.     self.solid = SOLID_NOT;
  638.     self.movetype = MOVETYPE_TOSS;
  639.     self.deadflag = DEAD_DEAD;
  640.     self.nextthink = -1;
  641. };
  642.  
  643.  
  644. void()  player_diea1    =       [       $deatha1,       player_diea2    ] {};
  645. void()  player_diea2    =       [       $deatha2,       player_diea3    ] {};
  646. void()  player_diea3    =       [       $deatha3,       player_diea4    ] {};
  647. void()  player_diea4    =       [       $deatha4,       player_diea5    ] {};
  648. void()  player_diea5    =       [       $deatha5,       player_diea6    ] {};
  649. void()  player_diea6    =       [       $deatha6,       player_diea7    ] {};
  650. void()  player_diea7    =       [       $deatha7,       player_diea8    ] {};
  651. void()  player_diea8    =       [       $deatha8,       player_diea9    ] {};
  652. void()  player_diea9    =       [       $deatha9,       player_diea10   ] {};
  653. void()  player_diea10   =       [       $deatha10,      player_diea11   ] {};
  654. void()  player_diea11   =       [       $deatha11,      player_diea11 ] {PlayerDead();};
  655.  
  656. void()  player_dieb1    =       [       $deathb1,       player_dieb2    ] {};
  657. void()  player_dieb2    =       [       $deathb2,       player_dieb3    ] {};
  658. void()  player_dieb3    =       [       $deathb3,       player_dieb4    ] {};
  659. void()  player_dieb4    =       [       $deathb4,       player_dieb5    ] {};
  660. void()  player_dieb5    =       [       $deathb5,       player_dieb6    ] {};
  661. void()  player_dieb6    =       [       $deathb6,       player_dieb7    ] {};
  662. void()  player_dieb7    =       [       $deathb7,       player_dieb8    ] {};
  663. void()  player_dieb8    =       [       $deathb8,       player_dieb9    ] {};
  664. void()  player_dieb9    =       [       $deathb9,       player_dieb9    ] {PlayerDead();};
  665.  
  666. void()  player_diec1    =       [       $deathc1,       player_diec2    ] {};
  667. void()  player_diec2    =       [       $deathc2,       player_diec3    ] {};
  668. void()  player_diec3    =       [       $deathc3,       player_diec4    ] {};
  669. void()  player_diec4    =       [       $deathc4,       player_diec5    ] {};
  670. void()  player_diec5    =       [       $deathc5,       player_diec6    ] {};
  671. void()  player_diec6    =       [       $deathc6,       player_diec7    ] {};
  672. void()  player_diec7    =       [       $deathc7,       player_diec8    ] {};
  673. void()  player_diec8    =       [       $deathc8,       player_diec9    ] {};
  674. void()  player_diec9    =       [       $deathc9,       player_diec10   ] {};
  675. void()  player_diec10   =       [       $deathc10,      player_diec11   ] {};
  676. void()  player_diec11   =       [       $deathc11,      player_diec12   ] {};
  677. void()  player_diec12   =       [       $deathc12,      player_diec13   ] {};
  678. void()  player_diec13   =       [       $deathc13,      player_diec14   ] {};
  679. void()  player_diec14   =       [       $deathc14,      player_diec15   ] {};
  680. void()  player_diec15   =       [       $deathc15,      player_diec15 ] {PlayerDead();};
  681.  
  682. void()  player_died1    =       [       $deathd1,       player_died2    ] {};
  683. void()  player_died2    =       [       $deathd2,       player_died3    ] {};
  684. void()  player_died3    =       [       $deathd3,       player_died4    ] {};
  685. void()  player_died4    =       [       $deathd4,       player_died5    ] {};
  686. void()  player_died5    =       [       $deathd5,       player_died6    ] {};
  687. void()  player_died6    =       [       $deathd6,       player_died7    ] {};
  688. void()  player_died7    =       [       $deathd7,       player_died8    ] {};
  689. void()  player_died8    =       [       $deathd8,       player_died9    ] {};
  690. void()  player_died9    =       [       $deathd9,       player_died9    ] {PlayerDead();};
  691.  
  692. void()  player_diee1    =       [       $deathe1,       player_diee2    ] {};
  693. void()  player_diee2    =       [       $deathe2,       player_diee3    ] {};
  694. void()  player_diee3    =       [       $deathe3,       player_diee4    ] {};
  695. void()  player_diee4    =       [       $deathe4,       player_diee5    ] {};
  696. void()  player_diee5    =       [       $deathe5,       player_diee6    ] {};
  697. void()  player_diee6    =       [       $deathe6,       player_diee7    ] {};
  698. void()  player_diee7    =       [       $deathe7,       player_diee8    ] {};
  699. void()  player_diee8    =       [       $deathe8,       player_diee9    ] {};
  700. void()  player_diee9    =       [       $deathe9,       player_diee9    ] {PlayerDead();};
  701.  
  702. void()  player_die_ax1  =       [       $axdeth1,       player_die_ax2  ] {};
  703. void()  player_die_ax2  =       [       $axdeth2,       player_die_ax3  ] {};
  704. void()  player_die_ax3  =       [       $axdeth3,       player_die_ax4  ] {};
  705. void()  player_die_ax4  =       [       $axdeth4,       player_die_ax5  ] {};
  706. void()  player_die_ax5  =       [       $axdeth5,       player_die_ax6  ] {};
  707. void()  player_die_ax6  =       [       $axdeth6,       player_die_ax7  ] {};
  708. void()  player_die_ax7  =       [       $axdeth7,       player_die_ax8  ] {};
  709. void()  player_die_ax8  =       [       $axdeth8,       player_die_ax9  ] {};
  710. void()  player_die_ax9  =       [       $axdeth9,       player_die_ax9  ] {PlayerDead();};
  711.