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  1.  
  2. void() bubble_bob;
  3.  
  4. /*
  5. ==============================================================================
  6.  
  7. PLAYER
  8.  
  9. ==============================================================================
  10. */
  11.  
  12. $cd /raid/quake/id1/models/player_4
  13. $origin 0 -6 24
  14. $base base        
  15. $skin skin
  16.  
  17. //
  18. // running
  19. //
  20. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  21.  
  22. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  23.  
  24. //
  25. // standing
  26. //
  27. $frame stand1 stand2 stand3 stand4 stand5
  28.  
  29. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  30. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  31.  
  32.  
  33. //
  34. // pain
  35. //
  36. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  37.  
  38. $frame pain1 pain2 pain3 pain4 pain5 pain6
  39.  
  40.  
  41. //
  42. // death
  43. //
  44.  
  45. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  46. $frame axdeth7 axdeth8 axdeth9
  47.  
  48. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  49. $frame deatha9 deatha10 deatha11
  50.  
  51. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  52. $frame deathb9
  53.  
  54. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  55. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  56.  
  57. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  58. $frame deathd8 deathd9
  59.  
  60. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  61. $frame deathe8 deathe9
  62.  
  63. //
  64. // attacks
  65. //
  66. $frame nailatt1 nailatt2
  67.  
  68. $frame light1 light2
  69.  
  70. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  71.  
  72. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  73.  
  74. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  75.  
  76. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  77.  
  78. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  79.  
  80. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  81.  
  82.  
  83. /*
  84. ==============================================================================
  85. PLAYER
  86. ==============================================================================
  87. */
  88.  
  89. void() player_run;
  90.  
  91. void()    player_stand1 =[    $axstnd1,    player_stand1    ]
  92. {
  93.     self.weaponframe=0;
  94.     if (self.velocity_x || self.velocity_y)
  95.     {
  96.         self.walkframe=0;
  97.         player_run();
  98.         return;
  99.     }
  100.  
  101.     if (self.weapon == IT_AXE)
  102.     {
  103.         if (self.walkframe >= 12)
  104.             self.walkframe = 0;
  105.         self.frame = $axstnd1 + self.walkframe;
  106.     }
  107.     else
  108.     {
  109.         if (self.walkframe >= 5)
  110.             self.walkframe = 0;
  111.         self.frame = $stand1 + self.walkframe;
  112.     }
  113.     self.walkframe = self.walkframe + 1;    
  114. };
  115.  
  116. void()    player_run =[    $rockrun1,    player_run    ]
  117. {
  118.     self.weaponframe=0;
  119.     if (!self.velocity_x && !self.velocity_y)
  120.     {
  121.         self.walkframe=0;
  122.         player_stand1();
  123.         return;
  124.     }
  125.  
  126.     if (self.weapon == IT_AXE)
  127.     {
  128.         if (self.walkframe == 6)
  129.             self.walkframe = 0;
  130.         self.frame = $axrun1 + self.walkframe;
  131.     }
  132.     else
  133.     {
  134.         if (self.walkframe == 6)
  135.             self.walkframe = 0;
  136.         self.frame = self.frame + self.walkframe;
  137.     }
  138. /*
  139. MOD
  140. Footsteps v0.5
  141. by Brett "Vuh" Wagner
  142. brettw@compumedia.com
  143. comments welcome
  144. MOD
  145. */
  146.         if (self.walkframe == 1 || self.walkframe == 4 )
  147.         {
  148.                 if (checkbottom(self) == TRUE)
  149.                 {
  150.                         if (self.waterlevel == 0)
  151.                                 sound (self, CHAN_VOICE, "player/step.wav", 1, ATTN_NORM);
  152.                 }
  153.         }
  154. /*
  155. END MOD
  156. Footsteps v0.5
  157. END MOD
  158. */
  159.     self.walkframe = self.walkframe + 1;
  160. };
  161.  
  162.  
  163. void()    player_shot1 =    [$shotatt1, player_shot2    ] {self.weaponframe=1;
  164. self.effects = self.effects | EF_MUZZLEFLASH;};
  165. void()    player_shot2 =    [$shotatt2, player_shot3    ] {self.weaponframe=2;};
  166. void()    player_shot3 =    [$shotatt3, player_shot4    ] {self.weaponframe=3;};
  167. void()    player_shot4 =    [$shotatt4, player_shot5    ] {self.weaponframe=4;};
  168. void()    player_shot5 =    [$shotatt5, player_shot6    ] {self.weaponframe=5;};
  169. void()    player_shot6 =    [$shotatt6, player_run    ] {self.weaponframe=6;};
  170.  
  171. void()    player_axe1 =    [$axatt1, player_axe2    ] {self.weaponframe=1;};
  172. void()    player_axe2 =    [$axatt2, player_axe3    ] {self.weaponframe=2;};
  173. void()    player_axe3 =    [$axatt3, player_axe4    ] {self.weaponframe=3;W_FireAxe();};
  174. void()    player_axe4 =    [$axatt4, player_run    ] {self.weaponframe=4;};
  175.  
  176. void()    player_axeb1 =    [$axattb1, player_axeb2    ] {self.weaponframe=5;};
  177. void()    player_axeb2 =    [$axattb2, player_axeb3    ] {self.weaponframe=6;};
  178. void()    player_axeb3 =    [$axattb3, player_axeb4    ] {self.weaponframe=7;W_FireAxe();};
  179. void()    player_axeb4 =    [$axattb4, player_run    ] {self.weaponframe=8;};
  180.  
  181. void()    player_axec1 =    [$axattc1, player_axec2    ] {self.weaponframe=1;};
  182. void()    player_axec2 =    [$axattc2, player_axec3    ] {self.weaponframe=2;};
  183. void()    player_axec3 =    [$axattc3, player_axec4    ] {self.weaponframe=3;W_FireAxe();};
  184. void()    player_axec4 =    [$axattc4, player_run    ] {self.weaponframe=4;};
  185.  
  186. void()    player_axed1 =    [$axattd1, player_axed2    ] {self.weaponframe=5;};
  187. void()    player_axed2 =    [$axattd2, player_axed3    ] {self.weaponframe=6;};
  188. void()    player_axed3 =    [$axattd3, player_axed4    ] {self.weaponframe=7;W_FireAxe();};
  189. void()    player_axed4 =    [$axattd4, player_run    ] {self.weaponframe=8;};
  190.  
  191.  
  192. //============================================================================
  193.  
  194. void() player_nail1   =[$nailatt1, player_nail2  ] 
  195. {
  196.     self.effects = self.effects | EF_MUZZLEFLASH;
  197.  
  198.     if (!self.button0)
  199.         {player_run ();return;}
  200.     self.weaponframe = self.weaponframe + 1;
  201.     if (self.weaponframe == 9)
  202.         self.weaponframe = 1;
  203.     SuperDamageSound();
  204.     W_FireSpikes (4);
  205.     self.attack_finished = time + 0.2;
  206. };
  207. void() player_nail2   =[$nailatt2, player_nail1  ]
  208. {
  209.     self.effects = self.effects | EF_MUZZLEFLASH;
  210.  
  211.     if (!self.button0)
  212.         {player_run ();return;}
  213.     self.weaponframe = self.weaponframe + 1;
  214.     if (self.weaponframe == 9)
  215.         self.weaponframe = 1;
  216.     SuperDamageSound();
  217.     W_FireSpikes (-4);
  218.     self.attack_finished = time + 0.2;
  219. };
  220.  
  221. //============================================================================
  222.  
  223. void() player_light1   =[$light1, player_light2  ] 
  224. {
  225.     self.effects = self.effects | EF_MUZZLEFLASH;
  226.  
  227.     if (!self.button0)
  228.         {player_run ();return;}
  229.     self.weaponframe = self.weaponframe + 1;
  230.     if (self.weaponframe == 5)
  231.         self.weaponframe = 1;
  232.     SuperDamageSound();
  233.     W_FireLightning();
  234.     self.attack_finished = time + 0.2;
  235. };
  236. void() player_light2   =[$light2, player_light1  ]
  237. {
  238.     self.effects = self.effects | EF_MUZZLEFLASH;
  239.  
  240.     if (!self.button0)
  241.         {player_run ();return;}
  242.     self.weaponframe = self.weaponframe + 1;
  243.     if (self.weaponframe == 5)
  244.         self.weaponframe = 1;
  245.     SuperDamageSound();
  246.     W_FireLightning();
  247.     self.attack_finished = time + 0.2;
  248. };
  249.  
  250. //============================================================================
  251.  
  252.  
  253. void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
  254. self.effects = self.effects | EF_MUZZLEFLASH;};
  255. void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
  256. void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
  257. void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
  258. void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
  259. void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
  260. void(float num_bubbles) DeathBubbles;
  261.  
  262. void() PainSound =
  263. {
  264. local float        rs;
  265.  
  266.     if (self.health < 0)
  267.         return;
  268.  
  269.     if (damage_attacker.classname == "teledeath")
  270.     {
  271.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  272.         return;
  273.     }
  274.  
  275. // water pain sounds
  276.     if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  277.     {
  278.         DeathBubbles(1);
  279.         if (random() > 0.5)
  280.             sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  281.         else
  282.             sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  283.         return;
  284.     }
  285.  
  286. // slime pain sounds
  287.     if (self.watertype == CONTENT_SLIME)
  288.     {
  289. // FIX ME    put in some steam here
  290.         if (random() > 0.5)
  291.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  292.         else
  293.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  294.         return;
  295.     }
  296.  
  297.     if (self.watertype == CONTENT_LAVA)
  298.     {
  299.         if (random() > 0.5)
  300.             sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  301.         else
  302.             sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  303.         return;
  304.     }
  305.  
  306.     if (self.pain_finished > time)
  307.     {
  308.         self.axhitme = 0;
  309.         return;
  310.     }
  311.     self.pain_finished = time + 0.5;
  312.  
  313. // don't make multiple pain sounds right after each other
  314.  
  315. // ax pain sound
  316.     if (self.axhitme == 1)
  317.     {
  318.         self.axhitme = 0;
  319.         sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  320.         return;
  321.     }
  322.     
  323.  
  324.     rs = rint((random() * 5) + 1);
  325.  
  326.     self.noise = "";
  327.     if (rs == 1)
  328.         self.noise = "player/pain1.wav";
  329.     else if (rs == 2)
  330.         self.noise = "player/pain2.wav";
  331.     else if (rs == 3)
  332.         self.noise = "player/pain3.wav";
  333.     else if (rs == 4)
  334.         self.noise = "player/pain4.wav";
  335.     else if (rs == 5)
  336.         self.noise = "player/pain5.wav";
  337.     else
  338.         self.noise = "player/pain6.wav";
  339.  
  340.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  341.     return;
  342. };
  343.  
  344. void()    player_pain1 =    [    $pain1,    player_pain2    ] {PainSound();self.weaponframe=0;};
  345. void()    player_pain2 =    [    $pain2,    player_pain3    ] {};
  346. void()    player_pain3 =    [    $pain3,    player_pain4    ] {};
  347. void()    player_pain4 =    [    $pain4,    player_pain5    ] {};
  348. void()    player_pain5 =    [    $pain5,    player_pain6    ] {};
  349. void()    player_pain6 =    [    $pain6,    player_run    ] {};
  350.  
  351. void()    player_axpain1 =    [    $axpain1,    player_axpain2    ] {PainSound();self.weaponframe=0;};
  352. void()    player_axpain2 =    [    $axpain2,    player_axpain3    ] {};
  353. void()    player_axpain3 =    [    $axpain3,    player_axpain4    ] {};
  354. void()    player_axpain4 =    [    $axpain4,    player_axpain5    ] {};
  355. void()    player_axpain5 =    [    $axpain5,    player_axpain6    ] {};
  356. void()    player_axpain6 =    [    $axpain6,    player_run    ] {};
  357.  
  358. void() player_pain =
  359. {
  360.     if (self.weaponframe)
  361.         return;
  362.  
  363.     if (self.invisible_finished > time)
  364.         return;        // eyes don't have pain frames
  365.  
  366.     if (self.weapon == IT_AXE)
  367.         player_axpain1 ();
  368.     else
  369.         player_pain1 ();
  370. };
  371.  
  372. void() player_diea1;
  373. void() player_dieb1;
  374. void() player_diec1;
  375. void() player_died1;
  376. void() player_diee1;
  377. void() player_die_ax1;
  378.  
  379. void() DeathBubblesSpawn =
  380. {
  381. local entity    bubble;
  382.     if (self.owner.waterlevel != 3)
  383.         return;
  384.     bubble = spawn();
  385.     setmodel (bubble, "progs/s_bubble.spr");
  386.     setorigin (bubble, self.owner.origin + '0 0 24');
  387.     bubble.movetype = MOVETYPE_NOCLIP;
  388.     bubble.solid = SOLID_NOT;
  389.     bubble.velocity = '0 0 15';
  390.     bubble.nextthink = time + 0.5;
  391.     bubble.think = bubble_bob;
  392.     bubble.classname = "bubble";
  393.     bubble.frame = 0;
  394.     bubble.cnt = 0;
  395.     setsize (bubble, '-8 -8 -8', '8 8 8');
  396.     self.nextthink = time + 0.1;
  397.     self.think = DeathBubblesSpawn;
  398.     self.air_finished = self.air_finished + 1;
  399.     if (self.air_finished >= self.bubble_count)
  400.         remove(self);
  401. };
  402.  
  403. void(float num_bubbles) DeathBubbles =
  404. {
  405. local entity    bubble_spawner;
  406.     
  407.     bubble_spawner = spawn();
  408.     setorigin (bubble_spawner, self.origin);
  409.     bubble_spawner.movetype = MOVETYPE_NONE;
  410.     bubble_spawner.solid = SOLID_NOT;
  411.     bubble_spawner.nextthink = time + 0.1;
  412.     bubble_spawner.think = DeathBubblesSpawn;
  413.     bubble_spawner.air_finished = 0;
  414.     bubble_spawner.owner = self;
  415.     bubble_spawner.bubble_count = num_bubbles;
  416.     return;
  417. };
  418.  
  419.  
  420. void() DeathSound =
  421. {
  422. local float        rs;
  423.  
  424.     // water death sounds
  425.     if (self.waterlevel == 3)
  426.     {
  427.         DeathBubbles(20);
  428.         sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  429.         return;
  430.     }
  431.     
  432.     rs = rint ((random() * 4) + 1);
  433.     if (rs == 1)
  434.         self.noise = "player/death1.wav";
  435.     if (rs == 2)
  436.         self.noise = "player/death2.wav";
  437.     if (rs == 3)
  438.         self.noise = "player/death3.wav";
  439.     if (rs == 4)
  440.         self.noise = "player/death4.wav";
  441.     if (rs == 5)
  442.         self.noise = "player/death5.wav";
  443.  
  444.     sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  445.     return;
  446. };
  447.  
  448.  
  449. void() PlayerDead =
  450. {
  451.     self.nextthink = -1;
  452. // allow respawn after a certain time
  453.     self.deadflag = DEAD_DEAD;
  454. };
  455.  
  456. vector(float dm) VelocityForDamage =
  457. {
  458.     local vector v;
  459.  
  460.     v_x = 100 * crandom();
  461.     v_y = 100 * crandom();
  462.     v_z = 200 + 100 * random();
  463.  
  464.     if (dm > -50)
  465.     {
  466. //        dprint ("level 1\n");
  467.         v = v * 0.7;
  468.     }
  469.     else if (dm > -200)
  470.     {
  471. //        dprint ("level 3\n");
  472.         v = v * 2;
  473.     }
  474.     else
  475.         v = v * 10;
  476.  
  477.     return v;
  478. };
  479.  
  480. void(string gibname, float dm) ThrowGib =
  481. {
  482.     local    entity new;
  483.  
  484.     new = spawn();
  485.     new.origin = self.origin;
  486.     setmodel (new, gibname);
  487.     setsize (new, '0 0 0', '0 0 0');
  488.     new.velocity = VelocityForDamage (dm);
  489.     new.movetype = MOVETYPE_BOUNCE;
  490.     new.solid = SOLID_NOT;
  491.     new.avelocity_x = random()*600;
  492.     new.avelocity_y = random()*600;
  493.     new.avelocity_z = random()*600;
  494.     new.think = SUB_Remove;
  495.     new.ltime = time;
  496.     new.nextthink = time + 10 + random()*10;
  497.     new.frame = 0;
  498.     new.flags = 0;
  499. };
  500.  
  501. void(string gibname, float dm) ThrowHead =
  502. {
  503.     setmodel (self, gibname);
  504.     self.frame = 0;
  505.     self.nextthink = -1;
  506.     self.movetype = MOVETYPE_BOUNCE;
  507.     self.takedamage = DAMAGE_NO;
  508.     self.solid = SOLID_NOT;
  509.     self.view_ofs = '0 0 8';
  510.     setsize (self, '-16 -16 0', '16 16 56');
  511.     self.velocity = VelocityForDamage (dm);
  512.     self.origin_z = self.origin_z - 24;
  513.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  514.     self.avelocity = crandom() * '0 600 0';
  515. };
  516.  
  517.  
  518. void() GibPlayer =
  519. {
  520.     ThrowHead ("progs/h_player.mdl", self.health);
  521.     ThrowGib ("progs/gib1.mdl", self.health);
  522.     ThrowGib ("progs/gib2.mdl", self.health);
  523.     ThrowGib ("progs/gib3.mdl", self.health);
  524.  
  525.     self.deadflag = DEAD_DEAD;
  526.  
  527.     if (damage_attacker.classname == "teledeath")
  528.     {
  529.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  530.         return;
  531.     }
  532.  
  533.     if (damage_attacker.classname == "teledeath2")
  534.     {
  535.         sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  536.         return;
  537.     }
  538.         
  539.     if (random() < 0.5)
  540.         sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  541.     else
  542.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  543. };
  544.  
  545. void() PlayerDie =
  546. {
  547.     local    float    i;
  548.     
  549.     self.items = self.items - (self.items & IT_INVISIBILITY);
  550.     self.invisible_finished = 0;    // don't die as eyes
  551.     self.invincible_finished = 0;
  552.     self.super_damage_finished = 0;
  553.     self.radsuit_finished = 0;
  554.     self.modelindex = modelindex_player;    // don't use eyes
  555.  
  556.     if (deathmatch || coop)
  557.         DropBackpack();
  558.     
  559.     self.weaponmodel="";
  560.     self.view_ofs = '0 0 -8';
  561.     self.deadflag = DEAD_DYING;
  562.     self.solid = SOLID_NOT;
  563.     self.flags = self.flags - (self.flags & FL_ONGROUND);
  564.     self.movetype = MOVETYPE_TOSS;
  565.     if (self.velocity_z < 10)
  566.         self.velocity_z = self.velocity_z + random()*300;
  567.  
  568.     if (self.health < -40)
  569.     {
  570.         GibPlayer ();
  571.         return;
  572.     }
  573.  
  574.     DeathSound();
  575.     
  576.     self.angles_x = 0;
  577.     self.angles_z = 0;
  578.     
  579.     if (self.weapon == IT_AXE)
  580.     {
  581.         player_die_ax1 ();
  582.         return;
  583.     }
  584.     
  585.     i = cvar("temp1");
  586.     if (!i)
  587.         i = 1 + floor(random()*6);
  588.     
  589.     if (i == 1)
  590.         player_diea1();
  591.     else if (i == 2)
  592.         player_dieb1();
  593.     else if (i == 3)
  594.         player_diec1();
  595.     else if (i == 4)
  596.         player_died1();
  597.     else
  598.         player_diee1();
  599.  
  600. };
  601.  
  602. void() set_suicide_frame =
  603. {    // used by klill command and diconnect command
  604.     if (self.model != "progs/player.mdl")
  605.         return;    // allready gibbed
  606.     self.frame = $deatha11;
  607.     self.solid = SOLID_NOT;
  608.     self.movetype = MOVETYPE_TOSS;
  609.     self.deadflag = DEAD_DEAD;
  610.     self.nextthink = -1;
  611. };
  612.  
  613.  
  614. void()    player_diea1    =    [    $deatha1,    player_diea2    ] {};
  615. void()    player_diea2    =    [    $deatha2,    player_diea3    ] {};
  616. void()    player_diea3    =    [    $deatha3,    player_diea4    ] {};
  617. void()    player_diea4    =    [    $deatha4,    player_diea5    ] {};
  618. void()    player_diea5    =    [    $deatha5,    player_diea6    ] {};
  619. void()    player_diea6    =    [    $deatha6,    player_diea7    ] {};
  620. void()    player_diea7    =    [    $deatha7,    player_diea8    ] {};
  621. void()    player_diea8    =    [    $deatha8,    player_diea9    ] {};
  622. void()    player_diea9    =    [    $deatha9,    player_diea10    ] {};
  623. void()    player_diea10    =    [    $deatha10,    player_diea11    ] {};
  624. void()    player_diea11    =    [    $deatha11,    player_diea11 ] {PlayerDead();};
  625.  
  626. void()    player_dieb1    =    [    $deathb1,    player_dieb2    ] {};
  627. void()    player_dieb2    =    [    $deathb2,    player_dieb3    ] {};
  628. void()    player_dieb3    =    [    $deathb3,    player_dieb4    ] {};
  629. void()    player_dieb4    =    [    $deathb4,    player_dieb5    ] {};
  630. void()    player_dieb5    =    [    $deathb5,    player_dieb6    ] {};
  631. void()    player_dieb6    =    [    $deathb6,    player_dieb7    ] {};
  632. void()    player_dieb7    =    [    $deathb7,    player_dieb8    ] {};
  633. void()    player_dieb8    =    [    $deathb8,    player_dieb9    ] {};
  634. void()    player_dieb9    =    [    $deathb9,    player_dieb9    ] {PlayerDead();};
  635.  
  636. void()    player_diec1    =    [    $deathc1,    player_diec2    ] {};
  637. void()    player_diec2    =    [    $deathc2,    player_diec3    ] {};
  638. void()    player_diec3    =    [    $deathc3,    player_diec4    ] {};
  639. void()    player_diec4    =    [    $deathc4,    player_diec5    ] {};
  640. void()    player_diec5    =    [    $deathc5,    player_diec6    ] {};
  641. void()    player_diec6    =    [    $deathc6,    player_diec7    ] {};
  642. void()    player_diec7    =    [    $deathc7,    player_diec8    ] {};
  643. void()    player_diec8    =    [    $deathc8,    player_diec9    ] {};
  644. void()    player_diec9    =    [    $deathc9,    player_diec10    ] {};
  645. void()    player_diec10    =    [    $deathc10,    player_diec11    ] {};
  646. void()    player_diec11    =    [    $deathc11,    player_diec12    ] {};
  647. void()    player_diec12    =    [    $deathc12,    player_diec13    ] {};
  648. void()    player_diec13    =    [    $deathc13,    player_diec14    ] {};
  649. void()    player_diec14    =    [    $deathc14,    player_diec15    ] {};
  650. void()    player_diec15    =    [    $deathc15,    player_diec15 ] {PlayerDead();};
  651.  
  652. void()    player_died1    =    [    $deathd1,    player_died2    ] {};
  653. void()    player_died2    =    [    $deathd2,    player_died3    ] {};
  654. void()    player_died3    =    [    $deathd3,    player_died4    ] {};
  655. void()    player_died4    =    [    $deathd4,    player_died5    ] {};
  656. void()    player_died5    =    [    $deathd5,    player_died6    ] {};
  657. void()    player_died6    =    [    $deathd6,    player_died7    ] {};
  658. void()    player_died7    =    [    $deathd7,    player_died8    ] {};
  659. void()    player_died8    =    [    $deathd8,    player_died9    ] {};
  660. void()    player_died9    =    [    $deathd9,    player_died9    ] {PlayerDead();};
  661.  
  662. void()    player_diee1    =    [    $deathe1,    player_diee2    ] {};
  663. void()    player_diee2    =    [    $deathe2,    player_diee3    ] {};
  664. void()    player_diee3    =    [    $deathe3,    player_diee4    ] {};
  665. void()    player_diee4    =    [    $deathe4,    player_diee5    ] {};
  666. void()    player_diee5    =    [    $deathe5,    player_diee6    ] {};
  667. void()    player_diee6    =    [    $deathe6,    player_diee7    ] {};
  668. void()    player_diee7    =    [    $deathe7,    player_diee8    ] {};
  669. void()    player_diee8    =    [    $deathe8,    player_diee9    ] {};
  670. void()    player_diee9    =    [    $deathe9,    player_diee9    ] {PlayerDead();};
  671.  
  672. void()    player_die_ax1    =    [    $axdeth1,    player_die_ax2    ] {};
  673. void()    player_die_ax2    =    [    $axdeth2,    player_die_ax3    ] {};
  674. void()    player_die_ax3    =    [    $axdeth3,    player_die_ax4    ] {};
  675. void()    player_die_ax4    =    [    $axdeth4,    player_die_ax5    ] {};
  676. void()    player_die_ax5    =    [    $axdeth5,    player_die_ax6    ] {};
  677. void()    player_die_ax6    =    [    $axdeth6,    player_die_ax7    ] {};
  678. void()    player_die_ax7    =    [    $axdeth7,    player_die_ax8    ] {};
  679. void()    player_die_ax8    =    [    $axdeth8,    player_die_ax9    ] {};
  680. void()    player_die_ax9    =    [    $axdeth9,    player_die_ax9    ] {PlayerDead();};
  681.