player.qc 18 KB

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  1. /* Copyright (C) 1996-1997 Id Software, Inc.
  2. This program is free software; you can redistribute it and/or modify
  3. it under the terms of the GNU General Public License as published by
  4. the Free Software Foundation; either version 2 of the License, or
  5. (at your option) any later version.
  6. This program is distributed in the hope that it will be useful,
  7. but WITHOUT ANY WARRANTY; without even the implied warranty of
  8. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  9. GNU General Public License for more details.
  10. You should have received a copy of the GNU General Public License
  11. along with this program; if not, write to the Free Software
  12. Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  13. See file, 'COPYING', for details.
  14. */
  15. void() bubble_bob;
  16. /*
  17. ==============================================================================
  18. PLAYER
  19. ==============================================================================
  20. */
  21. $cd /raid/quake/id1/models/player_4
  22. $origin 0 -6 24
  23. $base base
  24. $skin skin
  25. //
  26. // running
  27. //
  28. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  29. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  30. //
  31. // standing
  32. //
  33. $frame stand1 stand2 stand3 stand4 stand5
  34. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  35. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  36. //
  37. // pain
  38. //
  39. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  40. $frame pain1 pain2 pain3 pain4 pain5 pain6
  41. //
  42. // death
  43. //
  44. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  45. $frame axdeth7 axdeth8 axdeth9
  46. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  47. $frame deatha9 deatha10 deatha11
  48. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  49. $frame deathb9
  50. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  51. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  52. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  53. $frame deathd8 deathd9
  54. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  55. $frame deathe8 deathe9
  56. //
  57. // attacks
  58. //
  59. $frame nailatt1 nailatt2
  60. $frame light1 light2
  61. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  62. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  63. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  64. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  65. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  66. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  67. /*
  68. ==============================================================================
  69. PLAYER
  70. ==============================================================================
  71. */
  72. void() player_run;
  73. void() player_stand1 =[ $axstnd1, player_stand1 ]
  74. {
  75. self.weaponframe=0;
  76. if (self.velocity_x || self.velocity_y)
  77. {
  78. self.walkframe=0;
  79. player_run();
  80. return;
  81. }
  82. if (self.weapon == IT_AXE)
  83. {
  84. if (self.walkframe >= 12)
  85. self.walkframe = 0;
  86. self.frame = $axstnd1 + self.walkframe;
  87. }
  88. else
  89. {
  90. if (self.walkframe >= 5)
  91. self.walkframe = 0;
  92. self.frame = $stand1 + self.walkframe;
  93. }
  94. self.walkframe = self.walkframe + 1;
  95. };
  96. void() player_run =[ $rockrun1, player_run ]
  97. {
  98. self.weaponframe=0;
  99. if (!self.velocity_x && !self.velocity_y)
  100. {
  101. self.walkframe=0;
  102. player_stand1();
  103. return;
  104. }
  105. if (self.weapon == IT_AXE)
  106. {
  107. if (self.walkframe == 6)
  108. self.walkframe = 0;
  109. self.frame = $axrun1 + self.walkframe;
  110. }
  111. else
  112. {
  113. if (self.walkframe == 6)
  114. self.walkframe = 0;
  115. self.frame = self.frame + self.walkframe;
  116. }
  117. self.walkframe = self.walkframe + 1;
  118. };
  119. void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;
  120. self.effects = self.effects | EF_MUZZLEFLASH;};
  121. void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
  122. void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
  123. void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
  124. void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
  125. void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
  126. void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
  127. void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
  128. void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
  129. void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
  130. void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
  131. void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
  132. void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
  133. void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
  134. void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
  135. void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
  136. void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
  137. void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
  138. void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
  139. void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
  140. void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
  141. void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
  142. //============================================================================
  143. void() player_nail1 =[$nailatt1, player_nail2 ]
  144. {
  145. self.effects = self.effects | EF_MUZZLEFLASH;
  146. if (!self.button0)
  147. {player_run ();return;}
  148. self.weaponframe = self.weaponframe + 1;
  149. if (self.weaponframe == 9)
  150. self.weaponframe = 1;
  151. SuperDamageSound();
  152. W_FireSpikes (4);
  153. self.attack_finished = time + 0.2;
  154. };
  155. void() player_nail2 =[$nailatt2, player_nail1 ]
  156. {
  157. self.effects = self.effects | EF_MUZZLEFLASH;
  158. if (!self.button0)
  159. {player_run ();return;}
  160. self.weaponframe = self.weaponframe + 1;
  161. if (self.weaponframe == 9)
  162. self.weaponframe = 1;
  163. SuperDamageSound();
  164. W_FireSpikes (-4);
  165. self.attack_finished = time + 0.2;
  166. };
  167. //============================================================================
  168. void() player_light1 =[$light1, player_light2 ]
  169. {
  170. self.effects = self.effects | EF_MUZZLEFLASH;
  171. if (!self.button0)
  172. {player_run ();return;}
  173. self.weaponframe = self.weaponframe + 1;
  174. if (self.weaponframe == 5)
  175. self.weaponframe = 1;
  176. SuperDamageSound();
  177. W_FireLightning();
  178. self.attack_finished = time + 0.2;
  179. };
  180. void() player_light2 =[$light2, player_light1 ]
  181. {
  182. self.effects = self.effects | EF_MUZZLEFLASH;
  183. if (!self.button0)
  184. {player_run ();return;}
  185. self.weaponframe = self.weaponframe + 1;
  186. if (self.weaponframe == 5)
  187. self.weaponframe = 1;
  188. SuperDamageSound();
  189. W_FireLightning();
  190. self.attack_finished = time + 0.2;
  191. };
  192. //============================================================================
  193. void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
  194. self.effects = self.effects | EF_MUZZLEFLASH;};
  195. void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
  196. void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
  197. void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
  198. void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
  199. void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
  200. void(float num_bubbles) DeathBubbles;
  201. void() PainSound =
  202. {
  203. local float rs;
  204. if (self.health < 0)
  205. return;
  206. if (damage_attacker.classname == "teledeath")
  207. {
  208. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  209. return;
  210. }
  211. // water pain sounds
  212. if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  213. {
  214. DeathBubbles(1);
  215. if (random() > 0.5)
  216. sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  217. else
  218. sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  219. return;
  220. }
  221. // slime pain sounds
  222. if (self.watertype == CONTENT_SLIME)
  223. {
  224. // FIX ME put in some steam here
  225. if (random() > 0.5)
  226. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  227. else
  228. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  229. return;
  230. }
  231. if (self.watertype == CONTENT_LAVA)
  232. {
  233. if (random() > 0.5)
  234. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  235. else
  236. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  237. return;
  238. }
  239. if (self.pain_finished > time)
  240. {
  241. self.axhitme = 0;
  242. return;
  243. }
  244. self.pain_finished = time + 0.5;
  245. // don't make multiple pain sounds right after each other
  246. // ax pain sound
  247. if (self.axhitme == 1)
  248. {
  249. self.axhitme = 0;
  250. sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  251. return;
  252. }
  253. rs = rint((random() * 5) + 1);
  254. self.noise = "";
  255. if (rs == 1)
  256. self.noise = "player/pain1.wav";
  257. else if (rs == 2)
  258. self.noise = "player/pain2.wav";
  259. else if (rs == 3)
  260. self.noise = "player/pain3.wav";
  261. else if (rs == 4)
  262. self.noise = "player/pain4.wav";
  263. else if (rs == 5)
  264. self.noise = "player/pain5.wav";
  265. else
  266. self.noise = "player/pain6.wav";
  267. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  268. return;
  269. };
  270. void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
  271. void() player_pain2 = [ $pain2, player_pain3 ] {};
  272. void() player_pain3 = [ $pain3, player_pain4 ] {};
  273. void() player_pain4 = [ $pain4, player_pain5 ] {};
  274. void() player_pain5 = [ $pain5, player_pain6 ] {};
  275. void() player_pain6 = [ $pain6, player_run ] {};
  276. void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
  277. void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
  278. void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
  279. void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
  280. void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
  281. void() player_axpain6 = [ $axpain6, player_run ] {};
  282. void() player_pain =
  283. {
  284. if (self.weaponframe)
  285. return;
  286. if (self.invisible_finished > time)
  287. return; // eyes don't have pain frames
  288. if (self.weapon == IT_AXE)
  289. player_axpain1 ();
  290. else
  291. player_pain1 ();
  292. };
  293. void() player_diea1;
  294. void() player_dieb1;
  295. void() player_diec1;
  296. void() player_died1;
  297. void() player_diee1;
  298. void() player_die_ax1;
  299. void() DeathBubblesSpawn =
  300. {
  301. local entity bubble;
  302. if (self.owner.waterlevel != 3)
  303. return;
  304. bubble = spawn();
  305. setmodel (bubble, "progs/s_bubble.spr");
  306. setorigin (bubble, self.owner.origin + '0 0 24');
  307. bubble.movetype = MOVETYPE_NOCLIP;
  308. bubble.solid = SOLID_NOT;
  309. bubble.velocity = '0 0 15';
  310. bubble.nextthink = time + 0.5;
  311. bubble.think = bubble_bob;
  312. bubble.classname = "bubble";
  313. bubble.frame = 0;
  314. bubble.cnt = 0;
  315. setsize (bubble, '-8 -8 -8', '8 8 8');
  316. self.nextthink = time + 0.1;
  317. self.think = DeathBubblesSpawn;
  318. self.air_finished = self.air_finished + 1;
  319. if (self.air_finished >= self.bubble_count)
  320. remove(self);
  321. };
  322. void(float num_bubbles) DeathBubbles =
  323. {
  324. local entity bubble_spawner;
  325. bubble_spawner = spawn();
  326. setorigin (bubble_spawner, self.origin);
  327. bubble_spawner.movetype = MOVETYPE_NONE;
  328. bubble_spawner.solid = SOLID_NOT;
  329. bubble_spawner.nextthink = time + 0.1;
  330. bubble_spawner.think = DeathBubblesSpawn;
  331. bubble_spawner.air_finished = 0;
  332. bubble_spawner.owner = self;
  333. bubble_spawner.bubble_count = num_bubbles;
  334. return;
  335. };
  336. void() DeathSound =
  337. {
  338. local float rs;
  339. // water death sounds
  340. if (self.waterlevel == 3)
  341. {
  342. DeathBubbles(20);
  343. sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  344. return;
  345. }
  346. rs = rint ((random() * 4) + 1);
  347. if (rs == 1)
  348. self.noise = "player/death1.wav";
  349. if (rs == 2)
  350. self.noise = "player/death2.wav";
  351. if (rs == 3)
  352. self.noise = "player/death3.wav";
  353. if (rs == 4)
  354. self.noise = "player/death4.wav";
  355. if (rs == 5)
  356. self.noise = "player/death5.wav";
  357. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  358. return;
  359. };
  360. void() PlayerDead =
  361. {
  362. self.nextthink = -1;
  363. // allow respawn after a certain time
  364. self.deadflag = DEAD_DEAD;
  365. };
  366. vector(float dm) VelocityForDamage =
  367. {
  368. local vector v;
  369. v_x = 100 * crandom();
  370. v_y = 100 * crandom();
  371. v_z = 200 + 100 * random();
  372. if (dm > -50)
  373. {
  374. // dprint ("level 1\n");
  375. v = v * 0.7;
  376. }
  377. else if (dm > -200)
  378. {
  379. // dprint ("level 3\n");
  380. v = v * 2;
  381. }
  382. else
  383. v = v * 10;
  384. return v;
  385. };
  386. void(string gibname, float dm) ThrowGib =
  387. {
  388. local entity new;
  389. new = spawn();
  390. new.origin = self.origin;
  391. setmodel (new, gibname);
  392. setsize (new, '0 0 0', '0 0 0');
  393. new.velocity = VelocityForDamage (dm);
  394. new.movetype = MOVETYPE_BOUNCE;
  395. new.solid = SOLID_NOT;
  396. new.avelocity_x = random()*600;
  397. new.avelocity_y = random()*600;
  398. new.avelocity_z = random()*600;
  399. new.think = SUB_Remove;
  400. new.ltime = time;
  401. new.nextthink = time + 10 + random()*10;
  402. new.frame = 0;
  403. new.flags = 0;
  404. };
  405. void(string gibname, float dm) ThrowHead =
  406. {
  407. setmodel (self, gibname);
  408. self.frame = 0;
  409. self.nextthink = -1;
  410. self.movetype = MOVETYPE_BOUNCE;
  411. self.takedamage = DAMAGE_NO;
  412. self.solid = SOLID_NOT;
  413. self.view_ofs = '0 0 8';
  414. setsize (self, '-16 -16 0', '16 16 56');
  415. self.velocity = VelocityForDamage (dm);
  416. self.origin_z = self.origin_z - 24;
  417. self.flags = self.flags - (self.flags & FL_ONGROUND);
  418. self.avelocity = crandom() * '0 600 0';
  419. };
  420. void() GibPlayer =
  421. {
  422. ThrowHead ("progs/h_player.mdl", self.health);
  423. ThrowGib ("progs/gib1.mdl", self.health);
  424. ThrowGib ("progs/gib2.mdl", self.health);
  425. ThrowGib ("progs/gib3.mdl", self.health);
  426. self.deadflag = DEAD_DEAD;
  427. if (damage_attacker.classname == "teledeath")
  428. {
  429. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  430. return;
  431. }
  432. if (damage_attacker.classname == "teledeath2")
  433. {
  434. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  435. return;
  436. }
  437. if (random() < 0.5)
  438. sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  439. else
  440. sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  441. };
  442. void() PlayerDie =
  443. {
  444. local float i;
  445. self.items = self.items - (self.items & IT_INVISIBILITY);
  446. self.invisible_finished = 0; // don't die as eyes
  447. self.invincible_finished = 0;
  448. self.super_damage_finished = 0;
  449. self.radsuit_finished = 0;
  450. self.modelindex = modelindex_player; // don't use eyes
  451. if (deathmatch || coop)
  452. DropBackpack();
  453. self.weaponmodel="";
  454. self.view_ofs = '0 0 -8';
  455. self.deadflag = DEAD_DYING;
  456. self.solid = SOLID_NOT;
  457. self.flags = self.flags - (self.flags & FL_ONGROUND);
  458. self.movetype = MOVETYPE_TOSS;
  459. if (self.velocity_z < 10)
  460. self.velocity_z = self.velocity_z + random()*300;
  461. if (self.health < -40)
  462. {
  463. GibPlayer ();
  464. return;
  465. }
  466. DeathSound();
  467. self.angles_x = 0;
  468. self.angles_z = 0;
  469. if (self.weapon == IT_AXE)
  470. {
  471. player_die_ax1 ();
  472. return;
  473. }
  474. i = cvar("temp1");
  475. if (!i)
  476. i = 1 + floor(random()*6);
  477. if (i == 1)
  478. player_diea1();
  479. else if (i == 2)
  480. player_dieb1();
  481. else if (i == 3)
  482. player_diec1();
  483. else if (i == 4)
  484. player_died1();
  485. else
  486. player_diee1();
  487. };
  488. void() set_suicide_frame =
  489. { // used by klill command and diconnect command
  490. if (self.model != "progs/player.mdl")
  491. return; // allready gibbed
  492. self.frame = $deatha11;
  493. self.solid = SOLID_NOT;
  494. self.movetype = MOVETYPE_TOSS;
  495. self.deadflag = DEAD_DEAD;
  496. self.nextthink = -1;
  497. };
  498. void() player_diea1 = [ $deatha1, player_diea2 ] {};
  499. void() player_diea2 = [ $deatha2, player_diea3 ] {};
  500. void() player_diea3 = [ $deatha3, player_diea4 ] {};
  501. void() player_diea4 = [ $deatha4, player_diea5 ] {};
  502. void() player_diea5 = [ $deatha5, player_diea6 ] {};
  503. void() player_diea6 = [ $deatha6, player_diea7 ] {};
  504. void() player_diea7 = [ $deatha7, player_diea8 ] {};
  505. void() player_diea8 = [ $deatha8, player_diea9 ] {};
  506. void() player_diea9 = [ $deatha9, player_diea10 ] {};
  507. void() player_diea10 = [ $deatha10, player_diea11 ] {};
  508. void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
  509. void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
  510. void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
  511. void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
  512. void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
  513. void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
  514. void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
  515. void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
  516. void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
  517. void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
  518. void() player_diec1 = [ $deathc1, player_diec2 ] {};
  519. void() player_diec2 = [ $deathc2, player_diec3 ] {};
  520. void() player_diec3 = [ $deathc3, player_diec4 ] {};
  521. void() player_diec4 = [ $deathc4, player_diec5 ] {};
  522. void() player_diec5 = [ $deathc5, player_diec6 ] {};
  523. void() player_diec6 = [ $deathc6, player_diec7 ] {};
  524. void() player_diec7 = [ $deathc7, player_diec8 ] {};
  525. void() player_diec8 = [ $deathc8, player_diec9 ] {};
  526. void() player_diec9 = [ $deathc9, player_diec10 ] {};
  527. void() player_diec10 = [ $deathc10, player_diec11 ] {};
  528. void() player_diec11 = [ $deathc11, player_diec12 ] {};
  529. void() player_diec12 = [ $deathc12, player_diec13 ] {};
  530. void() player_diec13 = [ $deathc13, player_diec14 ] {};
  531. void() player_diec14 = [ $deathc14, player_diec15 ] {};
  532. void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
  533. void() player_died1 = [ $deathd1, player_died2 ] {};
  534. void() player_died2 = [ $deathd2, player_died3 ] {};
  535. void() player_died3 = [ $deathd3, player_died4 ] {};
  536. void() player_died4 = [ $deathd4, player_died5 ] {};
  537. void() player_died5 = [ $deathd5, player_died6 ] {};
  538. void() player_died6 = [ $deathd6, player_died7 ] {};
  539. void() player_died7 = [ $deathd7, player_died8 ] {};
  540. void() player_died8 = [ $deathd8, player_died9 ] {};
  541. void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
  542. void() player_diee1 = [ $deathe1, player_diee2 ] {};
  543. void() player_diee2 = [ $deathe2, player_diee3 ] {};
  544. void() player_diee3 = [ $deathe3, player_diee4 ] {};
  545. void() player_diee4 = [ $deathe4, player_diee5 ] {};
  546. void() player_diee5 = [ $deathe5, player_diee6 ] {};
  547. void() player_diee6 = [ $deathe6, player_diee7 ] {};
  548. void() player_diee7 = [ $deathe7, player_diee8 ] {};
  549. void() player_diee8 = [ $deathe8, player_diee9 ] {};
  550. void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
  551. void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
  552. void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
  553. void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
  554. void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
  555. void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
  556. void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
  557. void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
  558. void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
  559. void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};