player.qc 20 KB

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  1. /* Copyright (C) 1996-2022 id Software LLC
  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. void() W_FireChain;
  17. void() player_chain5;
  18. void() player_chain4;
  19. /*
  20. ==============================================================================
  21. PLAYER
  22. ==============================================================================
  23. */
  24. $cd /raid/quake/id1/models/player_4
  25. $origin 0 -6 24
  26. $base base
  27. $skin skin
  28. //
  29. // running
  30. //
  31. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  32. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  33. //
  34. // standing
  35. //
  36. $frame stand1 stand2 stand3 stand4 stand5
  37. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  38. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  39. //
  40. // pain
  41. //
  42. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  43. $frame pain1 pain2 pain3 pain4 pain5 pain6
  44. //
  45. // death
  46. //
  47. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  48. $frame axdeth7 axdeth8 axdeth9
  49. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  50. $frame deatha9 deatha10 deatha11
  51. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  52. $frame deathb9
  53. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  54. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  55. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  56. $frame deathd8 deathd9
  57. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  58. $frame deathe8 deathe9
  59. //
  60. // attacks
  61. //
  62. $frame nailatt1 nailatt2
  63. $frame light1 light2
  64. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  65. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  66. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  67. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  68. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  69. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  70. /*
  71. ==============================================================================
  72. PLAYER
  73. ==============================================================================
  74. */
  75. void() player_run;
  76. void() player_stand1 =[ $axstnd1, player_stand1 ]
  77. {
  78. self.weaponframe = 0;
  79. if (self.velocity_x || self.velocity_y)
  80. {
  81. self.walkframe=0;
  82. player_run();
  83. return;
  84. }
  85. if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  86. {
  87. if (self.walkframe >= 12)
  88. self.walkframe = 0;
  89. self.frame = $axstnd1 + self.walkframe;
  90. }
  91. else
  92. {
  93. if (self.walkframe >= 5)
  94. self.walkframe = 0;
  95. self.frame = $stand1 + self.walkframe;
  96. }
  97. self.walkframe = self.walkframe + 1;
  98. };
  99. void() player_run =[ $rockrun1, player_run ]
  100. {
  101. self.weaponframe = 0;
  102. if (!self.velocity_x && !self.velocity_y)
  103. {
  104. self.walkframe=0;
  105. player_stand1();
  106. return;
  107. }
  108. if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  109. {
  110. if (self.walkframe == 6)
  111. self.walkframe = 0;
  112. self.frame = $axrun1 + self.walkframe;
  113. }
  114. else
  115. {
  116. if (self.walkframe == 6)
  117. self.walkframe = 0;
  118. self.frame = self.frame + self.walkframe;
  119. }
  120. self.walkframe = self.walkframe + 1;
  121. };
  122. void() player_shot1 = [$shotatt1, player_shot2 ] {
  123. self.weaponframe = 1;
  124. self.effects = self.effects | EF_MUZZLEFLASH;
  125. };
  126. void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
  127. void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
  128. void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
  129. void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
  130. void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
  131. void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
  132. void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
  133. void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
  134. void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
  135. void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
  136. void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
  137. void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
  138. void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
  139. void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
  140. void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
  141. void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
  142. void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
  143. void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
  144. void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
  145. void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
  146. void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
  147. void() player_chain1= [$axattd1, player_chain2 ] {self.weaponframe=2;};
  148. void() player_chain2= [$axattd2, player_chain3 ] {self.weaponframe=3;W_FireChain();};
  149. void() player_chain3= [$axattd3, player_chain3 ]
  150. {
  151. self.weaponframe=3;
  152. if (!self.hook_out)
  153. {
  154. player_chain5();
  155. return;
  156. }
  157. if (vlen(self.velocity) >= 750)
  158. {
  159. player_chain4();
  160. return;
  161. }
  162. };
  163. void() player_chain4= [$deathc4, player_chain4 ]
  164. {
  165. self.weaponframe=4;
  166. if (!self.hook_out)
  167. {
  168. player_chain5();
  169. return;
  170. }
  171. if (vlen(self.velocity) < 750)
  172. {
  173. player_chain3();
  174. return;
  175. }
  176. };
  177. void() player_chain5= [$axattd4, player_run ] {self.weaponframe=5;};
  178. //============================================================================
  179. void() player_nail1 =[$nailatt1, player_nail2 ]
  180. {
  181. self.effects = self.effects | EF_MUZZLEFLASH;
  182. if (!self.button0)
  183. {player_run ();return;}
  184. self.weaponframe = self.weaponframe + 1;
  185. if (self.weaponframe == 9)
  186. self.weaponframe = 1;
  187. SuperDamageSound();
  188. W_FireSpikes (4);
  189. self.attack_finished = time + 0.2;
  190. };
  191. void() player_nail2 =[$nailatt2, player_nail1 ]
  192. {
  193. self.effects = self.effects | EF_MUZZLEFLASH;
  194. if (!self.button0)
  195. {player_run ();return;}
  196. self.weaponframe = self.weaponframe + 1;
  197. if (self.weaponframe == 9)
  198. self.weaponframe = 1;
  199. SuperDamageSound();
  200. W_FireSpikes (-4);
  201. self.attack_finished = time + 0.2;
  202. };
  203. //============================================================================
  204. void() player_light1 =[$light1, player_light2 ]
  205. {
  206. self.effects = self.effects | EF_MUZZLEFLASH;
  207. if (!self.button0)
  208. {player_run ();return;}
  209. self.weaponframe = self.weaponframe + 1;
  210. if (self.weaponframe == 5)
  211. self.weaponframe = 1;
  212. SuperDamageSound();
  213. W_FireLightning();
  214. self.attack_finished = time + 0.2;
  215. };
  216. void() player_light2 =[$light2, player_light1 ]
  217. {
  218. self.effects = self.effects | EF_MUZZLEFLASH;
  219. if (!self.button0)
  220. {player_run ();return;}
  221. self.weaponframe = self.weaponframe + 1;
  222. if (self.weaponframe == 5)
  223. self.weaponframe = 1;
  224. SuperDamageSound();
  225. W_FireLightning();
  226. self.attack_finished = time + 0.2;
  227. };
  228. //============================================================================
  229. void() player_rocket1 =[$rockatt1, player_rocket2 ] {
  230. self.weaponframe = 1;
  231. self.effects = self.effects | EF_MUZZLEFLASH;
  232. };
  233. void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
  234. void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
  235. void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
  236. void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
  237. void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
  238. void(float num_bubbles) DeathBubbles;
  239. void() PainSound =
  240. {
  241. local float rs;
  242. if (self.health < 0)
  243. return;
  244. if (damage_attacker.classname == "teledeath")
  245. {
  246. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  247. return;
  248. }
  249. // water pain sounds
  250. if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  251. {
  252. DeathBubbles(1);
  253. if (random() > 0.5)
  254. sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  255. else
  256. sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  257. return;
  258. }
  259. // slime pain sounds
  260. if (self.watertype == CONTENT_SLIME)
  261. {
  262. // FIX ME put in some steam here
  263. if (random() > 0.5)
  264. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  265. else
  266. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  267. return;
  268. }
  269. if (self.watertype == CONTENT_LAVA)
  270. {
  271. if (random() > 0.5)
  272. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  273. else
  274. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  275. return;
  276. }
  277. if (self.pain_finished > time)
  278. {
  279. self.axhitme = 0;
  280. return;
  281. }
  282. self.pain_finished = time + 0.5;
  283. // don't make multiple pain sounds right after each other
  284. // ax pain sound
  285. if (self.axhitme == 1)
  286. {
  287. self.axhitme = 0;
  288. sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  289. return;
  290. }
  291. rs = rint((random() * 5) + 1);
  292. self.noise = string_null;
  293. if (rs == 1)
  294. self.noise = "player/pain1.wav";
  295. else if (rs == 2)
  296. self.noise = "player/pain2.wav";
  297. else if (rs == 3)
  298. self.noise = "player/pain3.wav";
  299. else if (rs == 4)
  300. self.noise = "player/pain4.wav";
  301. else if (rs == 5)
  302. self.noise = "player/pain5.wav";
  303. else
  304. self.noise = "player/pain6.wav";
  305. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  306. return;
  307. };
  308. void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
  309. void() player_pain2 = [ $pain2, player_pain3 ] {};
  310. void() player_pain3 = [ $pain3, player_pain4 ] {};
  311. void() player_pain4 = [ $pain4, player_pain5 ] {};
  312. void() player_pain5 = [ $pain5, player_pain6 ] {};
  313. void() player_pain6 = [ $pain6, player_run ] {};
  314. void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
  315. void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
  316. void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
  317. void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
  318. void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
  319. void() player_axpain6 = [ $axpain6, player_run ] {};
  320. void(entity attacker, float damage) player_pain =
  321. {
  322. if (self.weaponframe)
  323. return;
  324. if (self.invisible_finished > time)
  325. return; // eyes don't have pain frames
  326. if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  327. player_axpain1 ();
  328. else
  329. player_pain1 ();
  330. };
  331. void() player_diea1;
  332. void() player_dieb1;
  333. void() player_diec1;
  334. void() player_died1;
  335. void() player_diee1;
  336. void() player_die_ax1;
  337. void() DeathBubblesSpawn =
  338. {
  339. local entity bubble;
  340. if (self.owner.waterlevel != 3)
  341. return;
  342. bubble = spawn();
  343. setmodel (bubble, "progs/s_bubble.spr");
  344. setorigin (bubble, self.owner.origin + '0 0 24');
  345. bubble.movetype = MOVETYPE_NOCLIP;
  346. bubble.solid = SOLID_NOT;
  347. bubble.velocity = '0 0 15';
  348. bubble.nextthink = time + 0.5;
  349. bubble.think = bubble_bob;
  350. bubble.classname = "bubble";
  351. bubble.frame = 0;
  352. bubble.cnt = 0;
  353. setsize (bubble, '-8 -8 -8', '8 8 8');
  354. self.nextthink = time + 0.1;
  355. self.think = DeathBubblesSpawn;
  356. self.air_finished = self.air_finished + 1;
  357. if (self.air_finished >= self.bubble_count)
  358. remove(self);
  359. };
  360. void(float num_bubbles) DeathBubbles =
  361. {
  362. local entity bubble_spawner;
  363. bubble_spawner = spawn();
  364. setorigin (bubble_spawner, self.origin);
  365. bubble_spawner.movetype = MOVETYPE_NONE;
  366. bubble_spawner.solid = SOLID_NOT;
  367. bubble_spawner.nextthink = time + 0.1;
  368. bubble_spawner.think = DeathBubblesSpawn;
  369. bubble_spawner.air_finished = 0;
  370. bubble_spawner.owner = self;
  371. bubble_spawner.bubble_count = num_bubbles;
  372. return;
  373. };
  374. void() DeathSound =
  375. {
  376. local float rs;
  377. // water death sounds
  378. if (self.waterlevel == 3)
  379. {
  380. DeathBubbles(20);
  381. sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  382. return;
  383. }
  384. rs = rint ((random() * 4) + 1);
  385. if (rs == 1)
  386. self.noise = "player/death1.wav";
  387. if (rs == 2)
  388. self.noise = "player/death2.wav";
  389. if (rs == 3)
  390. self.noise = "player/death3.wav";
  391. if (rs == 4)
  392. self.noise = "player/death4.wav";
  393. if (rs == 5)
  394. self.noise = "player/death5.wav";
  395. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  396. return;
  397. };
  398. void() PlayerDead =
  399. {
  400. self.nextthink = -1;
  401. self.deadflag = DEAD_DEAD; // allow respawn after a certain time
  402. };
  403. vector(float dm) VelocityForDamage =
  404. {
  405. local vector v;
  406. v_x = 100 * crandom();
  407. v_y = 100 * crandom();
  408. v_z = 200 + 100 * random();
  409. if (dm > -50)
  410. {
  411. v = v * 0.7;
  412. }
  413. else if (dm > -200)
  414. {
  415. v = v * 2;
  416. }
  417. else
  418. v = v * 10;
  419. return v;
  420. };
  421. void(string gibname, float dm) ThrowGib =
  422. {
  423. local entity new;
  424. new = spawn();
  425. new.origin = self.origin;
  426. setmodel (new, gibname);
  427. setsize (new, '0 0 0', '0 0 0');
  428. new.velocity = VelocityForDamage (dm);
  429. new.movetype = MOVETYPE_BOUNCE;
  430. if (cvar("pr_checkextension"))
  431. if (checkextension("EX_MOVETYPE_GIB"))
  432. new.movetype = MOVETYPE_GIB;
  433. new.solid = SOLID_NOT;
  434. new.avelocity_x = random()*600;
  435. new.avelocity_y = random()*600;
  436. new.avelocity_z = random()*600;
  437. new.think = SUB_Remove;
  438. new.ltime = time;
  439. new.nextthink = time + 10 + random()*10;
  440. new.frame = 0;
  441. new.flags = 0;
  442. };
  443. void(string gibname, float dm) ThrowHead =
  444. {
  445. setmodel (self, gibname);
  446. self.frame = 0;
  447. self.nextthink = -1;
  448. self.movetype = MOVETYPE_BOUNCE;
  449. if (cvar("pr_checkextension"))
  450. if (checkextension("EX_MOVETYPE_GIB"))
  451. self.movetype = MOVETYPE_GIB;
  452. self.takedamage = DAMAGE_NO;
  453. self.solid = SOLID_NOT;
  454. self.view_ofs = '0 0 8';
  455. setsize (self, '-16 -16 0', '16 16 56');
  456. self.velocity = VelocityForDamage (dm);
  457. self.origin_z = self.origin_z - 24;
  458. self.flags = self.flags - (self.flags & FL_ONGROUND);
  459. self.avelocity = crandom() * '0 600 0';
  460. };
  461. void() GibPlayer =
  462. {
  463. ThrowHead ("progs/h_player.mdl", self.health);
  464. ThrowGib ("progs/gib1.mdl", self.health);
  465. ThrowGib ("progs/gib2.mdl", self.health);
  466. ThrowGib ("progs/gib3.mdl", self.health);
  467. self.deadflag = DEAD_DEAD;
  468. if (damage_attacker.classname == "teledeath")
  469. {
  470. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  471. return;
  472. }
  473. if (damage_attacker.classname == "teledeath2")
  474. {
  475. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  476. return;
  477. }
  478. if (random() < 0.5)
  479. sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  480. else
  481. sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  482. };
  483. void() PlayerDie =
  484. {
  485. local float i;
  486. self.items = self.items - (self.items & ( IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) );
  487. self.invisible_finished = 0; // don't die as eyes
  488. self.invincible_finished = 0;
  489. self.super_damage_finished = 0;
  490. self.radsuit_finished = 0;
  491. self.effects = 0;
  492. self.modelindex = modelindex_player; // don't use eyes
  493. if (deathmatch || coop) {
  494. DropBackpack();
  495. DropRune();
  496. TeamCaptureDropFlagOfPlayer(self);
  497. }
  498. self.weaponmodel = string_null;
  499. self.view_ofs = '0 0 -8';
  500. self.deadflag = DEAD_DYING;
  501. self.solid = SOLID_NOT;
  502. self.flags = self.flags - (self.flags & FL_ONGROUND);
  503. self.movetype = MOVETYPE_TOSS;
  504. if (self.velocity_z < 10)
  505. self.velocity_z = self.velocity_z + random()*300;
  506. if (self.health < -40)
  507. {
  508. GibPlayer ();
  509. return;
  510. }
  511. DeathSound();
  512. self.angles_x = 0;
  513. self.angles_z = 0;
  514. if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
  515. {
  516. player_die_ax1 ();
  517. return;
  518. }
  519. i = ( 1 + floor( random() * 6 ) );
  520. if (i == 1)
  521. player_diea1();
  522. else if (i == 2)
  523. player_dieb1();
  524. else if (i == 3)
  525. player_diec1();
  526. else if (i == 4)
  527. player_died1();
  528. else
  529. player_diee1();
  530. };
  531. void() set_suicide_frame =
  532. { // used by klill command and diconnect command
  533. if (self.model != "progs/player.mdl")
  534. return; // allready gibbed
  535. self.frame = $deatha11;
  536. self.solid = SOLID_NOT;
  537. self.movetype = MOVETYPE_TOSS;
  538. self.deadflag = DEAD_DEAD;
  539. self.nextthink = -1;
  540. };
  541. void() player_diea1 = [ $deatha1, player_diea2 ] {};
  542. void() player_diea2 = [ $deatha2, player_diea3 ] {};
  543. void() player_diea3 = [ $deatha3, player_diea4 ] {};
  544. void() player_diea4 = [ $deatha4, player_diea5 ] {};
  545. void() player_diea5 = [ $deatha5, player_diea6 ] {};
  546. void() player_diea6 = [ $deatha6, player_diea7 ] {};
  547. void() player_diea7 = [ $deatha7, player_diea8 ] {};
  548. void() player_diea8 = [ $deatha8, player_diea9 ] {};
  549. void() player_diea9 = [ $deatha9, player_diea10 ] {};
  550. void() player_diea10 = [ $deatha10, player_diea11 ] {};
  551. void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
  552. void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
  553. void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
  554. void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
  555. void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
  556. void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
  557. void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
  558. void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
  559. void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
  560. void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
  561. void() player_diec1 = [ $deathc1, player_diec2 ] {};
  562. void() player_diec2 = [ $deathc2, player_diec3 ] {};
  563. void() player_diec3 = [ $deathc3, player_diec4 ] {};
  564. void() player_diec4 = [ $deathc4, player_diec5 ] {};
  565. void() player_diec5 = [ $deathc5, player_diec6 ] {};
  566. void() player_diec6 = [ $deathc6, player_diec7 ] {};
  567. void() player_diec7 = [ $deathc7, player_diec8 ] {};
  568. void() player_diec8 = [ $deathc8, player_diec9 ] {};
  569. void() player_diec9 = [ $deathc9, player_diec10 ] {};
  570. void() player_diec10 = [ $deathc10, player_diec11 ] {};
  571. void() player_diec11 = [ $deathc11, player_diec12 ] {};
  572. void() player_diec12 = [ $deathc12, player_diec13 ] {};
  573. void() player_diec13 = [ $deathc13, player_diec14 ] {};
  574. void() player_diec14 = [ $deathc14, player_diec15 ] {};
  575. void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
  576. void() player_died1 = [ $deathd1, player_died2 ] {};
  577. void() player_died2 = [ $deathd2, player_died3 ] {};
  578. void() player_died3 = [ $deathd3, player_died4 ] {};
  579. void() player_died4 = [ $deathd4, player_died5 ] {};
  580. void() player_died5 = [ $deathd5, player_died6 ] {};
  581. void() player_died6 = [ $deathd6, player_died7 ] {};
  582. void() player_died7 = [ $deathd7, player_died8 ] {};
  583. void() player_died8 = [ $deathd8, player_died9 ] {};
  584. void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
  585. void() player_diee1 = [ $deathe1, player_diee2 ] {};
  586. void() player_diee2 = [ $deathe2, player_diee3 ] {};
  587. void() player_diee3 = [ $deathe3, player_diee4 ] {};
  588. void() player_diee4 = [ $deathe4, player_diee5 ] {};
  589. void() player_diee5 = [ $deathe5, player_diee6 ] {};
  590. void() player_diee6 = [ $deathe6, player_diee7 ] {};
  591. void() player_diee7 = [ $deathe7, player_diee8 ] {};
  592. void() player_diee8 = [ $deathe8, player_diee9 ] {};
  593. void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
  594. void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
  595. void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
  596. void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
  597. void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
  598. void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
  599. void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
  600. void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
  601. void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
  602. void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};