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Text File  |  1997-01-17  |  18.2 KB  |  672 lines

  1.  
  2. void() bubble_bob;
  3.  
  4. /*
  5. ==============================================================================
  6.  
  7. PLAYER
  8.  
  9. ==============================================================================
  10. */
  11.  
  12. $cd 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.  
  106.                 self.frame = $axstnd1 + self.walkframe;
  107.     }
  108.     else
  109.     {
  110.         if (self.walkframe >= 5)
  111.             self.walkframe = 0;
  112.         self.frame = $stand1 + self.walkframe;
  113.     }
  114.     self.walkframe = self.walkframe + 1;    
  115. };
  116.  
  117. void()    player_run =[    $rockrun1,    player_run    ]
  118. {
  119.     self.weaponframe=0;
  120.     if (!self.velocity_x && !self.velocity_y)
  121.     {
  122.         self.walkframe=0;
  123.         player_stand1();
  124.         return;
  125.     }
  126.  
  127.     if (self.weapon == IT_AXE)
  128.     {
  129.         if (self.walkframe == 6)
  130.             self.walkframe = 0;
  131.         self.frame = $axrun1 + self.walkframe;
  132.     }
  133.     else
  134.     {
  135.         if (self.walkframe == 6)
  136.             self.walkframe = 0;
  137.         self.frame = self.frame + self.walkframe;
  138.     }
  139.     self.walkframe = self.walkframe + 1;
  140. };
  141.  
  142.  
  143. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  144. self.effects = self.effects | EF_MUZZLEFLASH;};
  145. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  146. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  147. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  148. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  149. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  150.  
  151. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  152. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  153. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  154. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  155.  
  156. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  157. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  158. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  159. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  160.  
  161. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  162. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  163. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  164. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  165.  
  166. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  167. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  168. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  169. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  170.  
  171.  
  172. //============================================================================
  173.  
  174. void() player_nail1   =[$nailatt1, player_nail2  ] 
  175. {
  176.     self.effects = self.effects | EF_MUZZLEFLASH;
  177.  
  178.     if (!self.button0)
  179.         {player_run ();return;}
  180.     self.weaponframe = self.weaponframe + 1;
  181.     if (self.weaponframe == 9)
  182.         self.weaponframe = 1;
  183.     SuperDamageSound();
  184.     W_FireSpikes (4);
  185.     self.attack_finished = time + 0.2;
  186. };
  187. void() player_nail2   =[$nailatt2, player_nail1  ]
  188. {
  189.     self.effects = self.effects | EF_MUZZLEFLASH;
  190.  
  191.     if (!self.button0)
  192.         {player_run ();return;}
  193.     self.weaponframe = self.weaponframe + 1;
  194.     if (self.weaponframe == 9)
  195.         self.weaponframe = 1;
  196.     SuperDamageSound();
  197.     W_FireSpikes (-4);
  198.     self.attack_finished = time + 0.2;
  199. };
  200.  
  201. //============================================================================
  202.  
  203. void() player_light1   =[$light1, player_light2  ] 
  204. {
  205.     self.effects = self.effects | EF_MUZZLEFLASH;
  206.  
  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   =[$light2, player_light1  ]
  217. {
  218.     self.effects = self.effects | EF_MUZZLEFLASH;
  219.  
  220.     if (!self.button0)
  221.         {player_run ();return;}
  222.     self.weaponframe = self.weaponframe + 1;
  223.     if (self.weaponframe == 5)
  224.         self.weaponframe = 1;
  225.     SuperDamageSound();
  226.     W_FireLightning();
  227.     self.attack_finished = time + 0.2;
  228. };
  229.  
  230. //============================================================================
  231.  
  232.  
  233. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  234. self.effects = self.effects | EF_MUZZLEFLASH;};
  235. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  236. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  237. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  238. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  239. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  240. void(float num_bubbles) DeathBubbles;
  241.  
  242. void() PainSound =
  243. {
  244. local float        rs;
  245.  
  246.     if (self.health < 0)
  247.         return;
  248.  
  249.     if (damage_attacker.classname == "teledeath")
  250.     {
  251.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  252.         return;
  253.     }
  254.  
  255. // water pain sounds
  256.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  257.     {
  258.         DeathBubbles(1);
  259.         if (random() > 0.5)
  260.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  261.         else
  262.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  263.         return;
  264.     }
  265.  
  266. // slime pain sounds
  267.     if (self.watertype == CONTENT_SLIME)
  268.     {
  269. // FIX ME    put in some steam here
  270.         if (random() > 0.5)
  271.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  272.         else
  273.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  274.         return;
  275.     }
  276.  
  277.     if (self.watertype == CONTENT_LAVA)
  278.     {
  279.         if (random() > 0.5)
  280.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  281.         else
  282.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  283.         return;
  284.     }
  285.  
  286.     if (self.pain_finished > time)
  287.     {
  288.         self.axhitme = 0;
  289.         return;
  290.     }
  291.     self.pain_finished = time + 0.5;
  292.  
  293. // don't make multiple pain sounds right after each other
  294.  
  295. // ax pain sound
  296.     if (self.axhitme == 1)
  297.     {
  298.         self.axhitme = 0;
  299.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  300.         return;
  301.     }
  302.     
  303.  
  304.     rs = rint((random() * 5) + 1);
  305.  
  306.     self.noise = "";
  307.     if (rs == 1)
  308.         self.noise = "player/pain1.wav";
  309.     else if (rs == 2)
  310.         self.noise = "player/pain2.wav";
  311.     else if (rs == 3)
  312.         self.noise = "player/pain3.wav";
  313.     else if (rs == 4)
  314.         self.noise = "player/pain4.wav";
  315.     else if (rs == 5)
  316.         self.noise = "player/pain5.wav";
  317.     else
  318.         self.noise = "player/pain6.wav";
  319.  
  320.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  321.     return;
  322. };
  323.  
  324. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  325. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  326. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  327. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  328. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  329. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  330.  
  331. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  332. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  333. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  334. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  335. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  336. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  337.  
  338. void() player_pain =
  339. {
  340.  
  341.         // Daniel 14/01/97
  342.         if (self.play_dead)
  343.                 return;    // Players playing dead don't have pain frames
  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. // Daniel 14/01/97
  358. // Declared on IMPULSE2.QC
  359. //void() player_diea1;
  360. //void() player_dieb1;
  361. //void() player_diec1;
  362.  
  363. void() player_died1;
  364. void() player_diee1;
  365. void() player_die_ax1;
  366.  
  367. void() DeathBubblesSpawn =
  368. {
  369. local entity    bubble;
  370.     if (self.owner.waterlevel != 3)
  371.         return;
  372.     bubble = spawn();
  373.     setmodel (bubble, "progs/s_bubble.spr");
  374.     setorigin (bubble, self.owner.origin + '0 0 24');
  375.     bubble.movetype = MOVETYPE_NOCLIP;
  376.     bubble.solid = SOLID_NOT;
  377.     bubble.velocity = '0 0 15';
  378.     bubble.nextthink = time + 0.5;
  379.     bubble.think = bubble_bob;
  380.     bubble.classname = "bubble";
  381.     bubble.frame = 0;
  382.     bubble.cnt = 0;
  383.     setsize (bubble, '-8 -8 -8', '8 8 8');
  384.     self.nextthink = time + 0.1;
  385.     self.think = DeathBubblesSpawn;
  386.     self.air_finished = self.air_finished + 1;
  387.     if (self.air_finished >= self.bubble_count)
  388.         remove(self);
  389. };
  390.  
  391. void(float num_bubbles) DeathBubbles =
  392. {
  393. local entity    bubble_spawner;
  394.     
  395.     bubble_spawner = spawn();
  396.     setorigin (bubble_spawner, self.origin);
  397.     bubble_spawner.movetype = MOVETYPE_NONE;
  398.     bubble_spawner.solid = SOLID_NOT;
  399.     bubble_spawner.nextthink = time + 0.1;
  400.     bubble_spawner.think = DeathBubblesSpawn;
  401.     bubble_spawner.air_finished = 0;
  402.     bubble_spawner.owner = self;
  403.     bubble_spawner.bubble_count = num_bubbles;
  404.     return;
  405. };
  406.  
  407.  
  408. void() DeathSound =
  409. {
  410. local float        rs;
  411.  
  412.     // water death sounds
  413.     if (self.waterlevel == 3)
  414.     {
  415.         DeathBubbles(20);
  416.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  417.         return;
  418.     }
  419.     
  420.     rs = rint ((random() * 4) + 1);
  421.     if (rs == 1)
  422.         self.noise = "player/death1.wav";
  423.     if (rs == 2)
  424.         self.noise = "player/death2.wav";
  425.     if (rs == 3)
  426.         self.noise = "player/death3.wav";
  427.     if (rs == 4)
  428.         self.noise = "player/death4.wav";
  429.     if (rs == 5)
  430.         self.noise = "player/death5.wav";
  431.  
  432.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  433.     return;
  434. };
  435.  
  436.  
  437. void() PlayerDead =
  438. {
  439.     self.nextthink = -1;
  440. // allow respawn after a certain time
  441.     self.deadflag = DEAD_DEAD;
  442. };
  443.  
  444. vector(float dm) VelocityForDamage =
  445. {
  446.     local vector v;
  447.  
  448.     v_x = 100 * crandom();
  449.     v_y = 100 * crandom();
  450.     v_z = 200 + 100 * random();
  451.  
  452.     if (dm > -50)
  453.     {
  454. //        dprint ("level 1\n");
  455.         v = v * 0.7;
  456.     }
  457.     else if (dm > -200)
  458.     {
  459. //        dprint ("level 3\n");
  460.         v = v * 2;
  461.     }
  462.     else
  463.         v = v * 10;
  464.  
  465.     return v;
  466. };
  467.  
  468. void(string gibname, float dm) ThrowGib =
  469. {
  470.     local    entity new;
  471.  
  472.     new = spawn();
  473.     new.origin = self.origin;
  474.     setmodel (new, gibname);
  475.     setsize (new, '0 0 0', '0 0 0');
  476.     new.velocity = VelocityForDamage (dm);
  477.     new.movetype = MOVETYPE_BOUNCE;
  478.     new.solid = SOLID_NOT;
  479.     new.avelocity_x = random()*600;
  480.     new.avelocity_y = random()*600;
  481.     new.avelocity_z = random()*600;
  482.     new.think = SUB_Remove;
  483.     new.ltime = time;
  484.     new.nextthink = time + 10 + random()*10;
  485.     new.frame = 0;
  486.     new.flags = 0;
  487. };
  488.  
  489. void(string gibname, float dm) ThrowHead =
  490. {
  491.     setmodel (self, gibname);
  492.     self.frame = 0;
  493.     self.nextthink = -1;
  494.     self.movetype = MOVETYPE_BOUNCE;
  495.     self.takedamage = DAMAGE_NO;
  496.     self.solid = SOLID_NOT;
  497.     self.view_ofs = '0 0 8';
  498.     setsize (self, '-16 -16 0', '16 16 56');
  499.     self.velocity = VelocityForDamage (dm);
  500.     self.origin_z = self.origin_z - 24;
  501.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  502.     self.avelocity = crandom() * '0 600 0';
  503. };
  504.  
  505.  
  506. void() GibPlayer =
  507. {
  508.     ThrowHead ("progs/h_player.mdl", self.health);
  509.     ThrowGib ("progs/gib1.mdl", self.health);
  510.     ThrowGib ("progs/gib2.mdl", self.health);
  511.     ThrowGib ("progs/gib3.mdl", self.health);
  512.  
  513.     self.deadflag = DEAD_DEAD;
  514.  
  515.     if (damage_attacker.classname == "teledeath")
  516.     {
  517.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  518.         return;
  519.     }
  520.  
  521.     if (damage_attacker.classname == "teledeath2")
  522.     {
  523.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  524.         return;
  525.     }
  526.         
  527.     if (random() < 0.5)
  528.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  529.     else
  530.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  531. };
  532.  
  533. void() PlayerDie =
  534. {
  535.     local    float    i;
  536.  
  537.      // Daniel 15/01/97
  538.         Awake(); // Turn off playdead
  539.  
  540.     self.items = self.items - (self.items & IT_INVISIBILITY);
  541.     self.invisible_finished = 0;    // don't die as eyes
  542.     self.invincible_finished = 0;
  543.     self.super_damage_finished = 0;
  544.     self.radsuit_finished = 0;
  545.     self.modelindex = modelindex_player;    // don't use eyes
  546.  
  547.     if (deathmatch || coop)
  548.         DropBackpack();
  549.     
  550.     self.weaponmodel="";
  551.     self.view_ofs = '0 0 -8';
  552.     self.deadflag = DEAD_DYING;
  553.     self.solid = SOLID_NOT;
  554.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  555.     self.movetype = MOVETYPE_TOSS;
  556.     if (self.velocity_z < 10)
  557.         self.velocity_z = self.velocity_z + random()*300;
  558.  
  559.     if (self.health < -40)
  560.     {
  561.         GibPlayer ();
  562.         return;
  563.     }
  564.  
  565.     DeathSound();
  566.     
  567.     self.angles_x = 0;
  568.     self.angles_z = 0;
  569.     
  570.     if (self.weapon == IT_AXE)
  571.     {
  572.         player_die_ax1 ();
  573.         return;
  574.     }
  575.     
  576.     i = cvar("temp1");
  577.     if (!i)
  578.         i = 1 + floor(random()*6);
  579.     
  580.     if (i == 1)
  581.                 player_diea1();
  582.     else if (i == 2)
  583.         player_dieb1();
  584.     else if (i == 3)
  585.         player_diec1();
  586.     else if (i == 4)
  587.         player_died1();
  588.     else
  589.         player_diee1();
  590.  
  591. };
  592.  
  593. void() set_suicide_frame =
  594. {    // used by klill command and diconnect command
  595.     if (self.model != "progs/player.mdl")
  596.         return;    // allready gibbed
  597.     self.frame = $deatha11;
  598.     self.solid = SOLID_NOT;
  599.     self.movetype = MOVETYPE_TOSS;
  600.     self.deadflag = DEAD_DEAD;
  601.     self.nextthink = -1;
  602. };
  603.  
  604.  
  605. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  606. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  607. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  608. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  609. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  610. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  611. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  612. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  613. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  614. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  615. void()  player_diea11   =       [       $deatha11,      player_diea11 ] {if (!self.play_dead) PlayerDead();};
  616.  
  617. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  618. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  619. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  620. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  621. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  622. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  623. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  624. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  625. void()  player_dieb9    =       [       $deathb9,       player_dieb9    ] {if (!self.play_dead) PlayerDead();};
  626.  
  627. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  628. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  629. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  630. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  631. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  632. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  633. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  634. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  635. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  636. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  637. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  638. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  639. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  640. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  641. void()  player_diec15   =       [       $deathc15,      player_diec15 ] {if (!self.play_dead) PlayerDead();};
  642.  
  643. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  644. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  645. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  646. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  647. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  648. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  649. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  650. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  651. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  652.  
  653. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  654. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  655. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  656. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  657. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  658. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  659. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  660. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  661. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  662.  
  663. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  664. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  665. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  666. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  667. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  668. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  669. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  670. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  671. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  672.