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  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 = $axrun1 + self.walkframe;
  131.     }
  132.     else
  133.     {
  134.         if (self.walkframe == 6)
  135.             self.walkframe = 0;
  136.         self.frame = self.frame + self.walkframe;
  137.     }
  138.     self.walkframe = self.walkframe + 1;
  139. };
  140.  
  141. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  142. self.effects = self.effects | EF_MUZZLEFLASH;};
  143. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  144. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  145. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  146. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  147. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  148.  
  149. void()    player_autorifle1 =    [$shotatt1, player_autorifle2    ] {self.weaponframe=1;
  150. self.effects = self.effects | EF_MUZZLEFLASH;};
  151. void()    player_autorifle2 =    [$shotatt2, player_autorifle3    ] {self.weaponframe=2;};
  152. void()    player_autorifle3 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  153.  
  154. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  155. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  156. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  157. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  158.  
  159. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  160. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  161. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  162. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  163.  
  164. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  165. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  166. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  167. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  168.  
  169. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  170. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  171. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  172. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  173.  
  174.  
  175. //============================================================================
  176.  
  177. void() player_nail1   =[$nailatt1, player_nail2  ]
  178. {
  179.     self.effects = self.effects | EF_MUZZLEFLASH;
  180.  
  181.     if (!self.button0)
  182.         {player_run ();return;}
  183.     self.weaponframe = self.weaponframe + 1;
  184.     if (self.weaponframe == 9)
  185.         self.weaponframe = 1;
  186.     SuperDamageSound();
  187.     W_FireSpikes (4);
  188.  
  189.     self.attack_finished = time + 0.2;
  190.  
  191. };
  192. void() player_nail2   =[$nailatt2, player_nail1  ]
  193. {
  194.     self.effects = self.effects | EF_MUZZLEFLASH;
  195.  
  196.     if (!self.button0)
  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   =[$light1, player_light2  ]
  209. {
  210.     self.effects = self.effects | EF_MUZZLEFLASH;
  211.  
  212.     if (!self.button0)
  213.         {player_run ();return;}
  214.     self.weaponframe = self.weaponframe + 1;
  215.     if (self.weaponframe == 5)
  216.         self.weaponframe = 1;
  217.     SuperDamageSound();
  218.     W_FireLightning();
  219.     self.attack_finished = time + 0.2;
  220. };
  221. void() player_light2   =[$light2, player_light1  ]
  222. {
  223.     self.effects = self.effects | EF_MUZZLEFLASH;
  224.  
  225.     if (!self.button0)
  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   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  239. self.effects = self.effects | EF_MUZZLEFLASH;};
  240. void() player_rocket2   =[$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(20);
  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.     v_x = 100 * crandom();
  446.     v_y = 100 * crandom();
  447.     v_z = 200 + 100 * random();
  448.  
  449.     if (dm > -50)
  450.     {
  451. //        dprint ("level 1\n");
  452.         v = v * 0.7;
  453.     }
  454.     else if (dm > -200)
  455.     {
  456. //        dprint ("level 3\n");
  457.         v = v * 2;
  458.     }
  459.     else
  460.         v = v * 10;
  461.  
  462.     return v;
  463. };
  464.  
  465. void(string gibname, float dm) ThrowGib =
  466. {
  467.     local    entity new;
  468.  
  469.     new = spawn();
  470.     new.origin = self.origin;
  471.     setmodel (new, gibname);
  472.     setsize (new, '0 0 0', '0 0 0');
  473.     new.velocity = VelocityForDamage (dm);
  474.     new.movetype = MOVETYPE_BOUNCE;
  475.     new.solid = SOLID_NOT;
  476.     new.avelocity_x = random()*600;
  477.     new.avelocity_y = random()*600;
  478.     new.avelocity_z = random()*600;
  479.     new.think = SUB_Remove;
  480.     new.ltime = time;
  481.     new.nextthink = time + 10 + random()*10;
  482.     new.frame = 0;
  483.     new.flags = 0;
  484. };
  485.  
  486. void(string gibname, float dm) ThrowHead =
  487. {
  488.     setmodel (self, gibname);
  489.     self.frame = 0;
  490.     self.nextthink = -1;
  491.     self.movetype = MOVETYPE_BOUNCE;
  492.     self.takedamage = DAMAGE_NO;
  493.     self.solid = SOLID_NOT;
  494.     self.view_ofs = '0 0 8';
  495.     setsize (self, '-16 -16 0', '16 16 56');
  496.     self.velocity = VelocityForDamage (dm);
  497.     self.origin_z = self.origin_z - 24;
  498.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  499.     self.avelocity = crandom() * '0 600 0';
  500. };
  501.  
  502.  
  503. void() GibPlayer =
  504. {
  505.     ThrowHead ("progs/h_player.mdl", self.health);
  506.     ThrowGib ("progs/gib1.mdl", self.health);
  507.     ThrowGib ("progs/gib2.mdl", self.health);
  508.     ThrowGib ("progs/gib3.mdl", self.health);
  509.  
  510.     self.deadflag = DEAD_DEAD;
  511.  
  512.     if (damage_attacker.classname == "teledeath")
  513.     {
  514.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  515.         return;
  516.     }
  517.  
  518.     if (damage_attacker.classname == "teledeath2")
  519.     {
  520.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  521.         return;
  522.     }
  523.         
  524.     if (random() < 0.5)
  525.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  526.     else
  527.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  528. };
  529.  
  530. void() PlayerDie =
  531. {
  532.     local    float    i;
  533.     
  534.     self.items = self.items - (self.items & IT_INVISIBILITY);
  535.     self.invisible_finished = 0;    // don't die as eyes
  536.     self.invincible_finished = 0;
  537.     self.super_damage_finished = 0;
  538.     self.radsuit_finished = 0;
  539.     self.modelindex = modelindex_player;    // don't use eyes
  540.  
  541.     if (deathmatch || coop)
  542.         DropBackpack();
  543.     
  544.     self.weaponmodel="";
  545.     self.view_ofs = '0 0 -8';
  546.     self.deadflag = DEAD_DYING;
  547.     self.solid = SOLID_NOT;
  548.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  549.     self.movetype = MOVETYPE_TOSS;
  550.     if (self.velocity_z < 10)
  551.         self.velocity_z = self.velocity_z + random()*300;
  552.  
  553.     if (self.health < -40)
  554.     {
  555.         GibPlayer ();
  556.         return;
  557.     }
  558.  
  559.     DeathSound();
  560.     
  561.     self.angles_x = 0;
  562.     self.angles_z = 0;
  563.     
  564.     if (self.weapon == IT_AXE)
  565.     {
  566.         player_die_ax1 ();
  567.         return;
  568.     }
  569.     
  570.     i = cvar("temp1");
  571.     if (!i)
  572.         i = 1 + floor(random()*6);
  573.     
  574.     if (i == 1)
  575.         player_diea1();
  576.     else if (i == 2)
  577.         player_dieb1();
  578.     else if (i == 3)
  579.         player_diec1();
  580.     else if (i == 4)
  581.         player_died1();
  582.     else
  583.         player_diee1();
  584.  
  585. };
  586.  
  587. void() set_suicide_frame =
  588. {    // used by klill command and diconnect command
  589.     if (self.model != "progs/player.mdl")
  590.         return;    // allready gibbed
  591.     self.frame = $deatha11;
  592.     self.solid = SOLID_NOT;
  593.     self.movetype = MOVETYPE_TOSS;
  594.     self.deadflag = DEAD_DEAD;
  595.     self.nextthink = -1;
  596. };
  597.  
  598.  
  599. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  600. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  601. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  602. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  603. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  604. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  605. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  606. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  607. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  608. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  609. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  610.  
  611. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  612. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  613. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  614. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  615. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  616. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  617. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  618. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  619. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  620.  
  621. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  622. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  623. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  624. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  625. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  626. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  627. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  628. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  629. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  630. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  631. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  632. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  633. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  634. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  635. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  636.  
  637. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  638. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  639. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  640. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  641. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  642. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  643. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  644. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  645. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  646.  
  647. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  648. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  649. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  650. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  651. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  652. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  653. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  654. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  655. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  656.  
  657. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  658. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  659. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  660. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  661. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  662. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  663. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  664. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  665. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  666.