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Text File  |  1997-05-12  |  19KB  |  724 lines

  1. void(entity e, float chan, string samp, float vol, float atten) playsound;
  2. void() bubble_bob;
  3. void() W_FireChain;
  4. void() player_chain5;
  5. void() player_chain4;
  6.  
  7. /*
  8. ==============================================================================
  9.  
  10. PLAYER
  11.  
  12. ==============================================================================
  13. */
  14.  
  15. $cd id1/models/player_4
  16. $origin 0 -6 24
  17. $base base        
  18. $skin skin
  19.  
  20. //
  21. // running
  22. //
  23. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  24.  
  25. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  26.  
  27. //
  28. // standing
  29. //
  30. $frame stand1 stand2 stand3 stand4 stand5
  31.  
  32. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  33. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  34.  
  35.  
  36. //
  37. // pain
  38. //
  39. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  40.  
  41. $frame pain1 pain2 pain3 pain4 pain5 pain6
  42.  
  43.  
  44. //
  45. // death
  46. //
  47.  
  48. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  49. $frame axdeth7 axdeth8 axdeth9
  50.  
  51. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  52. $frame deatha9 deatha10 deatha11
  53.  
  54. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  55. $frame deathb9
  56.  
  57. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  58. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  59.  
  60. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  61. $frame deathd8 deathd9
  62.  
  63. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  64. $frame deathe8 deathe9
  65.  
  66. //
  67. // attacks
  68. //
  69. $frame nailatt1 nailatt2
  70.  
  71. $frame light1 light2
  72.  
  73. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  74.  
  75. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  76.  
  77. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  78.  
  79. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  80.  
  81. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  82.  
  83. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  84.  
  85. /*
  86. ==============================================================================
  87. PLAYER
  88. ==============================================================================
  89. */
  90.  
  91. void() player_run;
  92.  
  93. void()    player_stand1 =[    $axstnd1,    player_stand1    ]
  94. {
  95.     self.weaponframe=0;
  96.     if (self.velocity_x || self.velocity_y)
  97.     {
  98.         self.walkframe=0;
  99.         player_run();
  100.         return;
  101.     }
  102.  
  103.     if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  104.     {
  105.         if (self.walkframe >= 12)
  106.             self.walkframe = 0;
  107.         self.frame = $axstnd1 + self.walkframe;
  108.     }
  109.     else
  110.     {
  111.         if (self.walkframe >= 5)
  112.             self.walkframe = 0;
  113.         self.frame = $stand1 + self.walkframe;
  114.     }
  115.     self.walkframe = self.walkframe + 1;    
  116. };
  117.  
  118. void()    player_run =[    $rockrun1,    player_run    ]
  119. {
  120.     self.weaponframe=0;
  121.     if (!self.velocity_x && !self.velocity_y)
  122.     {
  123.         self.walkframe=0;
  124.         player_stand1();
  125.         return;
  126.     }
  127.  
  128.     if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  129.     {
  130.         if (self.walkframe == 6)
  131.             self.walkframe = 0;
  132.         self.frame = $axrun1 + self.walkframe;
  133.     }
  134.     else
  135.     {
  136.         if (self.walkframe == 6)
  137.             self.walkframe = 0;
  138.         self.frame = self.frame + self.walkframe;
  139.     }
  140.     self.walkframe = self.walkframe + 1;
  141. };
  142.  
  143.  
  144. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  145. self.effects = self.effects | EF_MUZZLEFLASH;};
  146. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  147. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  148. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  149. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  150. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  151.  
  152. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  153. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  154. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  155. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  156.  
  157. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  158. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  159. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  160. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  161.  
  162. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  163. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  164. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  165. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  166.  
  167. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  168. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  169. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  170. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  171.  
  172. void()  player_chain1=  [$axattd1, player_chain2 ] {self.weaponframe=2;};
  173. void()  player_chain2=  [$axattd2, player_chain3 ] {self.weaponframe=3;W_FireChain();};
  174.  
  175. void()  player_chain3=  [$axattd3, player_chain3 ]
  176. {
  177.         self.weaponframe=3;
  178.         if (!self.hook_out)
  179.         {
  180.                 player_chain5();
  181.                 return;
  182.         }
  183.         if (vlen(self.velocity) >= 750)
  184.         {
  185.                 player_chain4();
  186.                 return;
  187.         }
  188. };
  189.  
  190. void() player_chain4=  [$deathc4, player_chain4 ]
  191. {
  192.         self.weaponframe=4;
  193.         if (!self.hook_out)
  194.         {
  195.                 player_chain5();
  196.                 return;
  197.         }
  198.         if (vlen(self.velocity) < 750)
  199.         {
  200.                 player_chain3();
  201.                 return;
  202.         }
  203. };
  204.  
  205. void()  player_chain5=  [$axattd4, player_run    ] {self.weaponframe=5;};
  206.  
  207.  
  208. //============================================================================
  209.  
  210. void() player_nail1   =[$nailatt1, player_nail2  ] 
  211. {
  212.  
  213.     self.loki_forcevis=1;
  214.  
  215.     self.effects = self.effects | EF_MUZZLEFLASH;
  216.  
  217.     if (!self.button0)
  218.         {player_run ();return;}
  219.     self.weaponframe = self.weaponframe + 1;
  220.     if (self.weaponframe == 9)
  221.         self.weaponframe = 1;
  222.     SuperDamageSound();
  223.     W_FireSpikes (4);
  224.     self.attack_finished = time + 0.2 + self.balder_slowdown;
  225. };
  226. void() player_nail2   =[$nailatt2, player_nail1  ]
  227. {
  228.     self.loki_forcevis=1;
  229.     self.effects = self.effects | EF_MUZZLEFLASH;
  230.  
  231.     if (!self.button0)
  232.         {player_run ();return;}
  233.     self.weaponframe = self.weaponframe + 1;
  234.     if (self.weaponframe == 9)
  235.         self.weaponframe = 1;
  236.     SuperDamageSound();
  237.     W_FireSpikes (-4);
  238.     self.attack_finished = time + 0.2 + self.balder_slowdown;
  239. };
  240.  
  241. //============================================================================
  242.  
  243. void() player_light1   =[$light1, player_light2  ] 
  244. {
  245.     self.loki_forcevis=1;
  246.     self.effects = self.effects | EF_MUZZLEFLASH;
  247.  
  248.     if (!self.button0)
  249.         {player_run ();return;}
  250.     self.weaponframe = self.weaponframe + 1;
  251.     if (self.weaponframe == 5)
  252.         self.weaponframe = 1;
  253.     SuperDamageSound();
  254.     W_FireLightning();
  255.     self.attack_finished = time + 0.2 + self.balder_slowdown;
  256. };
  257. void() player_light2   =[$light2, player_light1  ]
  258. {
  259.     self.loki_forcevis=1;
  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 + self.balder_slowdown;
  270. };
  271.  
  272. //============================================================================
  273.  
  274.  
  275. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  276. self.effects = self.effects | EF_MUZZLEFLASH;};
  277. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  278. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  279. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  280. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  281. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  282. void(float num_bubbles) DeathBubbles;
  283.  
  284.  
  285. void() PainSound =
  286. {
  287. local float        rs;
  288.  
  289.     if (self.health < 0)
  290.         return;
  291.  
  292.     if (damage_attacker.classname == "teledeath")
  293.     {
  294.         playsound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  295.         return;
  296.     }
  297.  
  298. // water pain sounds
  299.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3 &&
  300.         self.rune_num != ITEM_RUNE_HERMES)
  301.     {
  302.         DeathBubbles(1);
  303.         if (random() > 0.5)
  304.             playsound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  305.         else
  306.             playsound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  307.         return;
  308.     }
  309.  
  310. // slime pain sounds
  311.     if (self.watertype == CONTENT_SLIME)
  312.     {
  313. // FIX ME    put in some steam here
  314.         if (random() > 0.5)
  315.             playsound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  316.         else
  317.             playsound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  318.         return;
  319.     }
  320.  
  321.     if (self.watertype == CONTENT_LAVA)
  322.     {
  323.         if (random() > 0.5)
  324.             playsound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  325.         else
  326.             playsound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  327.         return;
  328.     }
  329.  
  330.     if (self.pain_finished > time)
  331.     {
  332.         self.axhitme = 0;
  333.         return;
  334.     }
  335.     self.pain_finished = time + 0.5;
  336.  
  337. // don't make multiple pain sounds right after each other
  338.  
  339. // ax pain sound
  340.     if (self.axhitme == 1)
  341.     {
  342.         self.axhitme = 0;
  343.         playsound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  344.         return;
  345.     }
  346.     
  347.  
  348.     rs = rint((random() * 5) + 1);
  349.  
  350.     self.noise = "";
  351.     if (rs == 1)
  352.         self.noise = "player/pain1.wav";
  353.     else if (rs == 2)
  354.         self.noise = "player/pain2.wav";
  355.     else if (rs == 3)
  356.         self.noise = "player/pain3.wav";
  357.     else if (rs == 4)
  358.         self.noise = "player/pain4.wav";
  359.     else if (rs == 5)
  360.         self.noise = "player/pain5.wav";
  361.     else
  362.         self.noise = "player/pain6.wav";
  363.  
  364.     playsound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  365.     return;
  366. };
  367.  
  368. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  369. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  370. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  371. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  372. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  373. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  374.  
  375. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  376. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  377. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  378. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  379. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  380. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  381.  
  382. void() player_pain =
  383. {
  384.     if (self.weaponframe)
  385.         return;
  386.  
  387.     if (self.invisible_finished > time)
  388.         return;        // eyes don't have pain frames
  389.  
  390.     if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  391.         player_axpain1 ();
  392.     else
  393.         player_pain1 ();
  394. };
  395.  
  396. void() player_diea1;
  397. void() player_dieb1;
  398. void() player_diec1;
  399. void() player_died1;
  400. void() player_diee1;
  401. void() player_die_ax1;
  402.  
  403. void() DeathBubblesSpawn =
  404. {
  405. local entity    bubble;
  406.  
  407.     if (self.owner.waterlevel != 3)
  408.         return;
  409.     bubble = spawn();
  410.     setmodel (bubble, "progs/s_bubble.spr");
  411.     setorigin (bubble, self.owner.origin + '0 0 24');
  412.     bubble.movetype = MOVETYPE_NOCLIP;
  413.     bubble.solid = SOLID_NOT;
  414.     bubble.velocity = '0 0 15';
  415.     bubble.nextthink = time + 0.5;
  416.     bubble.think = bubble_bob;
  417.     bubble.classname = "bubble";
  418.     bubble.frame = 0;
  419.     bubble.cnt = 0;
  420.     setsize (bubble, '-8 -8 -8', '8 8 8');
  421.     self.nextthink = time + 0.1;
  422.     self.think = DeathBubblesSpawn;
  423.     self.air_finished = self.air_finished + 1;
  424.     if (self.air_finished >= self.bubble_count)
  425.         remove(self);
  426. };
  427.  
  428. void(float num_bubbles) DeathBubbles =
  429. {
  430. local entity    bubble_spawner;
  431.     
  432.     bubble_spawner = spawn();
  433.     setorigin (bubble_spawner, self.origin);
  434.     bubble_spawner.movetype = MOVETYPE_NONE;
  435.     bubble_spawner.solid = SOLID_NOT;
  436.     bubble_spawner.nextthink = time + 0.1;
  437.     bubble_spawner.think = DeathBubblesSpawn;
  438.     bubble_spawner.air_finished = 0;
  439.     bubble_spawner.owner = self;
  440.     bubble_spawner.bubble_count = num_bubbles;
  441.     return;
  442. };
  443.  
  444.  
  445. void() DeathSound =
  446. {
  447. local float        rs;
  448.  
  449.     // water death sounds
  450.     if ((self.waterlevel == 3) && (self.rune_num != ITEM_RUNE_HERMES))
  451.     {
  452.         DeathBubbles(200);
  453.         playsound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  454.         return;
  455.     }
  456.     
  457.     rs = rint ((random() * 4) + 1);
  458.     if (rs == 1)
  459.         self.noise = "player/death1.wav";
  460.     if (rs == 2)
  461.         self.noise = "player/death2.wav";
  462.     if (rs == 3)
  463.         self.noise = "player/death3.wav";
  464.     if (rs == 4)
  465.         self.noise = "player/death4.wav";
  466.     if (rs == 5)
  467.         self.noise = "player/death5.wav";
  468.  
  469.     playsound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  470.     return;
  471. };
  472.  
  473.  
  474. void() PlayerDead =
  475. {
  476.     self.nextthink = -1;
  477. // allow respawn after a certain time
  478.     self.deadflag = DEAD_DEAD;
  479. };
  480.  
  481. vector(float dm) VelocityForDamage =
  482. {
  483.     local vector v;
  484.  
  485.     v_x = 100 * crandom();
  486.     v_y = 100 * crandom();
  487.     v_z = 200 + 100 * random();
  488.  
  489.     if (dm > -50)
  490.     {
  491. //        dprint ("level 1\n");
  492.         v = v * 0.7;
  493.     }
  494.     else if (dm > -200)
  495.     {
  496. //        dprint ("level 3\n");
  497.         v = v * 2;
  498.     }
  499.     else
  500.         v = v * 10;
  501.  
  502.     return v;
  503. };
  504.  
  505. void(string gibname, float dm) ThrowGib =
  506. {
  507.     local    entity new;
  508.  
  509.     new = spawn();
  510.     new.origin = self.origin;
  511.     setmodel (new, gibname);
  512.     setsize (new, '0 0 0', '0 0 0');
  513.     new.velocity = VelocityForDamage (dm);
  514.     new.movetype = MOVETYPE_BOUNCE;
  515.     new.solid = SOLID_NOT;
  516.     new.avelocity_x = random()*900;
  517.     new.avelocity_y = random()*900;
  518.     new.avelocity_z = random()*900;
  519.     new.think = SUB_Remove;
  520.     new.ltime = time;
  521.     new.nextthink = time + 5 + random()*5;
  522.     new.frame = 0;
  523.     new.flags = 0;
  524. };
  525.  
  526. void(string gibname, float dm) ThrowHead =
  527. {
  528.     setmodel (self, gibname);
  529.     self.frame = 0;
  530.     self.nextthink = -1;
  531.     self.movetype = MOVETYPE_BOUNCE;
  532.     self.takedamage = DAMAGE_NO;
  533.     self.solid = SOLID_NOT;
  534.     self.view_ofs = '0 0 8';
  535.     setsize (self, '-16 -16 0', '16 16 56');
  536.     self.velocity = VelocityForDamage (dm);
  537.     self.origin_z = self.origin_z - 24;
  538.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  539.     self.avelocity = crandom() * '0 600 0';
  540. };
  541.  
  542.  
  543. void() GibPlayer =
  544. {
  545.     ThrowHead ("progs/h_player.mdl", self.health);
  546.     ThrowGib ("progs/gib1.mdl", self.health);
  547.     ThrowGib ("progs/gib2.mdl", self.health);
  548.     ThrowGib ("progs/gib3.mdl", self.health);
  549.  
  550.     self.deadflag = DEAD_DEAD;
  551.  
  552.     if (damage_attacker.classname == "teledeath")
  553.     {
  554.         self.staydeadtime = time + 2 + (random() * 3);
  555.         playsound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  556.         return;
  557.     }
  558.  
  559.     if (damage_attacker.classname == "teledeath2")
  560.     {
  561.         self.staydeadtime = time + 3 + (random() * 6);
  562.         playsound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  563.         return;
  564.     }
  565.         
  566.     if (random() < 0.5)
  567.         playsound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  568.     else
  569.         playsound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  570. };
  571.  
  572. void() PlayerDie =
  573. {
  574.     local    float    i;
  575.     
  576.     self.items = self.items - (self.items & IT_INVISIBILITY);
  577.     self.invisible_finished = 0;    // don't die as eyes
  578.     self.invincible_finished = 0;
  579.     self.super_damage_finished = 0;
  580.     self.radsuit_finished = 0;
  581.     self.modelindex = modelindex_player;    // don't use eyes
  582.  
  583.     self.rune_time = -1;
  584.     self.touch = SUB_Null;
  585.  
  586.     msg_entity=self;
  587.     WriteByte(MSG_ONE, 5);
  588.     WriteEntity(MSG_ONE, self);
  589.  
  590.     DeathSound();
  591.     
  592.     if (self.killed == 2)
  593.         self.killed = 0;
  594.     else
  595.         self.killed = 1;
  596.  
  597.     self.weaponmodel="";
  598.     self.view_ofs = '0 0 -8';
  599.     self.deadflag = DEAD_DYING;
  600.     self.solid = SOLID_NOT;
  601.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  602.     self.movetype = MOVETYPE_TOSS;
  603.  
  604.     DropBackpack();
  605.     DropRune();
  606.     TeamCaptureDropFlag();
  607.  
  608.     if (self.velocity_z < 10)
  609.         self.velocity_z = self.velocity_z + random()*300;
  610.  
  611.     if (self.health < -40)
  612.         if (self.rune_num != ITEM_RUNE_NINJA)    
  613.             GibPlayer ();
  614.  
  615.     self.angles_x = 0;
  616.     self.angles_z = 0;
  617.     
  618.     if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  619.     {
  620.         player_die_ax1 ();
  621.         return;
  622.     }
  623.  
  624.     i = cvar("temp1");
  625.     if (!i)
  626.         i = 1 + floor(random()*6);
  627.     
  628.     if (i == 1)
  629.         player_diea1();
  630.     else if (i == 2)
  631.         player_dieb1();
  632.     else if (i == 3)
  633.         player_diec1();
  634.     else if (i == 4)
  635.         player_died1();
  636.     else
  637.         player_diee1();
  638.  
  639. };
  640.  
  641. void() set_suicide_frame =
  642. {    // used by klill command and diconnect command
  643. /*
  644.     if (self.model != "progs/player.mdl")
  645.         return;    // allready gibbed
  646. */
  647.     if (self.health <= 0)
  648.         return;
  649.     self.frame = $deatha11;
  650.     self.solid = SOLID_NOT;
  651.     self.movetype = MOVETYPE_TOSS;
  652.     self.deadflag = DEAD_DEAD;
  653.     self.nextthink = -1;
  654. };
  655.  
  656.  
  657. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  658. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  659. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  660. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  661. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  662. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  663. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  664. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  665. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  666. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  667. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  668.  
  669. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  670. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  671. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  672. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  673. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  674. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  675. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  676. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  677. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  678.  
  679. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  680. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  681. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  682. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  683. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  684. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  685. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  686. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  687. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  688. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  689. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  690. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  691. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  692. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  693. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  694.  
  695. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  696. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  697. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  698. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  699. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  700. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  701. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  702. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  703. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  704.  
  705. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  706. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  707. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  708. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  709. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  710. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  711. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  712. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  713. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  714.  
  715. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  716. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  717. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  718. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  719. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  720. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  721. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  722. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  723. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  724.