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1.1 root 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 = $axrun1 + self.walkframe;
131: }
132: else
133: {
134: if (self.walkframe == 6)
135: self.walkframe = 0;
136: self.frame = self.frame + self.walkframe;
137: }
138: self.walkframe = self.walkframe + 1;
139: };
140:
141: void()muzzleflash =
142: {
143: WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
144: WriteEntity (MSG_MULTICAST, self);
145: multicast (self.origin, MULTICAST_PVS);
146: };
147:
148:
149: void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
150: void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
151: void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
152: void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
153: void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
154: void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
155:
156: void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
157: void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
158: void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
159: void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
160:
161: void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
162: void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
163: void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
164: void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
165:
166: void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
167: void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
168: void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
169: void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
170:
171: void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
172: void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
173: void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
174: void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
175:
176:
177: //============================================================================
178:
179: void() player_nail1 =[$nailatt1, player_nail2 ]
180: {
181: muzzleflash();
182:
183: if (!self.button0 || intermission_running || self.impulse)
184: {player_run ();return;}
185: self.weaponframe = self.weaponframe + 1;
186: if (self.weaponframe == 9)
187: self.weaponframe = 1;
188: SuperDamageSound();
189: W_FireSpikes (4);
190: self.attack_finished = time + 0.2;
191: };
192: void() player_nail2 =[$nailatt2, player_nail1 ]
193: {
194: muzzleflash();
195:
196: if (!self.button0 || intermission_running || self.impulse)
197: {player_run ();return;}
198: self.weaponframe = self.weaponframe + 1;
199: if (self.weaponframe == 9)
200: self.weaponframe = 1;
201: SuperDamageSound();
202: W_FireSpikes (-4);
203: self.attack_finished = time + 0.2;
204: };
205:
206: //============================================================================
207:
208: void() player_light1 =[$light1, player_light2 ]
209: {
210: muzzleflash();
211:
212: if (!self.button0 || intermission_running)
213: {player_run ();return;}
214: self.weaponframe = self.weaponframe + 1;
215: if (self.weaponframe == 5)
216: self.weaponframe = 1;
217: SuperDamageSound();
218: W_FireLightning();
219: self.attack_finished = time + 0.2;
220: };
221: void() player_light2 =[$light2, player_light1 ]
222: {
223: muzzleflash();
224:
225: if (!self.button0 || intermission_running)
226: {player_run ();return;}
227: self.weaponframe = self.weaponframe + 1;
228: if (self.weaponframe == 5)
229: self.weaponframe = 1;
230: SuperDamageSound();
231: W_FireLightning();
232: self.attack_finished = time + 0.2;
233: };
234:
235: //============================================================================
236:
237:
238: void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
239: muzzleflash();};
240: void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
241: void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
242: void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
243: void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
244: void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
245: void(float num_bubbles) DeathBubbles;
246:
247: void() PainSound =
248: {
249: local float rs;
250:
251: if (self.health < 0)
252: return;
253:
254: if (damage_attacker.classname == "teledeath")
255: {
256: sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
257: return;
258: }
259:
260: // water pain sounds
261: if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
262: {
263: DeathBubbles(1);
264: if (random() > 0.5)
265: sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
266: else
267: sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
268: return;
269: }
270:
271: // slime pain sounds
272: if (self.watertype == CONTENT_SLIME)
273: {
274: // FIX ME put in some steam here
275: if (random() > 0.5)
276: sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
277: else
278: sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
279: return;
280: }
281:
282: if (self.watertype == CONTENT_LAVA)
283: {
284: if (random() > 0.5)
285: sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
286: else
287: sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
288: return;
289: }
290:
291: if (self.pain_finished > time)
292: {
293: self.axhitme = 0;
294: return;
295: }
296: self.pain_finished = time + 0.5;
297:
298: // don't make multiple pain sounds right after each other
299:
300: // ax pain sound
301: if (self.axhitme == 1)
302: {
303: self.axhitme = 0;
304: sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
305: return;
306: }
307:
308:
309: rs = rint((random() * 5) + 1);
310:
311: self.noise = "";
312: if (rs == 1)
313: self.noise = "player/pain1.wav";
314: else if (rs == 2)
315: self.noise = "player/pain2.wav";
316: else if (rs == 3)
317: self.noise = "player/pain3.wav";
318: else if (rs == 4)
319: self.noise = "player/pain4.wav";
320: else if (rs == 5)
321: self.noise = "player/pain5.wav";
322: else
323: self.noise = "player/pain6.wav";
324:
325: sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
326: return;
327: };
328:
329: void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
330: void() player_pain2 = [ $pain2, player_pain3 ] {};
331: void() player_pain3 = [ $pain3, player_pain4 ] {};
332: void() player_pain4 = [ $pain4, player_pain5 ] {};
333: void() player_pain5 = [ $pain5, player_pain6 ] {};
334: void() player_pain6 = [ $pain6, player_run ] {};
335:
336: void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
337: void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
338: void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
339: void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
340: void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
341: void() player_axpain6 = [ $axpain6, player_run ] {};
342:
343: void() player_pain =
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: void() player_diea1;
358: void() player_dieb1;
359: void() player_diec1;
360: void() player_died1;
361: void() player_diee1;
362: void() player_die_ax1;
363:
364: void() DeathBubblesSpawn =
365: {
366: local entity bubble;
367: if (self.owner.waterlevel != 3)
368: return;
369: bubble = spawn();
370: setmodel (bubble, "progs/s_bubble.spr");
371: setorigin (bubble, self.owner.origin + '0 0 24');
372: bubble.movetype = MOVETYPE_NOCLIP;
373: bubble.solid = SOLID_NOT;
374: bubble.velocity = '0 0 15';
375: bubble.nextthink = time + 0.5;
376: bubble.think = bubble_bob;
377: bubble.classname = "bubble";
378: bubble.frame = 0;
379: bubble.cnt = 0;
380: setsize (bubble, '-8 -8 -8', '8 8 8');
381: self.nextthink = time + 0.1;
382: self.think = DeathBubblesSpawn;
383: self.air_finished = self.air_finished + 1;
384: if (self.air_finished >= self.bubble_count)
385: remove(self);
386: };
387:
388: void(float num_bubbles) DeathBubbles =
389: {
390: local entity bubble_spawner;
391:
392: bubble_spawner = spawn();
393: setorigin (bubble_spawner, self.origin);
394: bubble_spawner.movetype = MOVETYPE_NONE;
395: bubble_spawner.solid = SOLID_NOT;
396: bubble_spawner.nextthink = time + 0.1;
397: bubble_spawner.think = DeathBubblesSpawn;
398: bubble_spawner.air_finished = 0;
399: bubble_spawner.owner = self;
400: bubble_spawner.bubble_count = num_bubbles;
401: return;
402: };
403:
404:
405: void() DeathSound =
406: {
407: local float rs;
408:
409: // water death sounds
410: if (self.waterlevel == 3)
411: {
412: DeathBubbles(5);
413: sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
414: return;
415: }
416:
417: rs = rint ((random() * 4) + 1);
418: if (rs == 1)
419: self.noise = "player/death1.wav";
420: if (rs == 2)
421: self.noise = "player/death2.wav";
422: if (rs == 3)
423: self.noise = "player/death3.wav";
424: if (rs == 4)
425: self.noise = "player/death4.wav";
426: if (rs == 5)
427: self.noise = "player/death5.wav";
428:
429: sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
430: return;
431: };
432:
433:
434: void() PlayerDead =
435: {
436: self.nextthink = -1;
437: // allow respawn after a certain time
438: self.deadflag = DEAD_DEAD;
439: };
440:
441: vector(float dm) VelocityForDamage =
442: {
443: local vector v;
444:
445: if (vlen(damage_inflictor.velocity)>0)
446: {
447: v = 0.5 * damage_inflictor.velocity;
448: v = v + (25 * normalize(self.origin-damage_inflictor.origin));
449: v_z = 100 + 240 * random();
450: v_x = v_x + (200 * crandom());
451: v_y = v_y + (200 * crandom());
452: //dprint ("Velocity gib\n");
453: }
454: else
455: {
456: v_x = 100 * crandom();
457: v_y = 100 * crandom();
458: v_z = 200 + 100 * random();
459: }
460:
461: //v_x = 100 * crandom();
462: //v_y = 100 * crandom();
463: //v_z = 200 + 100 * random();
464:
465: if (dm > -50)
466: {
467: // dprint ("level 1\n");
468: v = v * 0.7;
469: }
470: else if (dm > -200)
471: {
472: // dprint ("level 3\n");
473: v = v * 2;
474: }
475: else
476: v = v * 10;
477:
478: return v;
479: };
480:
481: void(string gibname, float dm) ThrowGib =
482: {
483: local entity new;
484:
485: new = spawn();
486: new.origin = self.origin;
487: setmodel (new, gibname);
488: setsize (new, '0 0 0', '0 0 0');
489: new.velocity = VelocityForDamage (dm);
490: new.movetype = MOVETYPE_BOUNCE;
491: new.solid = SOLID_NOT;
492: new.avelocity_x = random()*600;
493: new.avelocity_y = random()*600;
494: new.avelocity_z = random()*600;
495: new.think = SUB_Remove;
496: new.ltime = time;
497: new.nextthink = time + 10 + random()*10;
498: new.frame = 0;
499: new.flags = 0;
500: };
501:
502: void(string gibname, float dm) ThrowHead =
503: {
504: setmodel (self, gibname);
505: self.frame = 0;
506: self.nextthink = -1;
507: self.movetype = MOVETYPE_BOUNCE;
508: self.takedamage = DAMAGE_NO;
509: self.solid = SOLID_NOT;
510: self.view_ofs = '0 0 8';
511: setsize (self, '-16 -16 0', '16 16 56');
512: self.velocity = VelocityForDamage (dm);
513: self.origin_z = self.origin_z - 24;
514: self.flags = self.flags - (self.flags & FL_ONGROUND);
515: self.avelocity = crandom() * '0 600 0';
516: };
517:
518:
519: void() GibPlayer =
520: {
521: ThrowHead ("progs/h_player.mdl", self.health);
522: ThrowGib ("progs/gib1.mdl", self.health);
523: ThrowGib ("progs/gib2.mdl", self.health);
524: ThrowGib ("progs/gib3.mdl", self.health);
525:
526: self.deadflag = DEAD_DEAD;
527:
528: if (damage_attacker.classname == "teledeath")
529: {
530: sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
531: return;
532: }
533:
534: if (damage_attacker.classname == "teledeath2")
535: {
536: sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
537: return;
538: }
539:
540: if (random() < 0.5)
541: sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
542: else
543: sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
544: };
545:
546: void() PlayerDie =
547: {
548: local float i;
549: local string s;
550: self.items = self.items - (self.items & IT_INVISIBILITY);
551:
552: if ((stof(infokey(world,"dq"))) != 0)
553: {
554: if (self.super_damage_finished > 0)
555: {
556: DropQuad (self.super_damage_finished - time);
557: bprint (PRINT_LOW, self.netname);
558: if (deathmatch == 4)
559: bprint (PRINT_LOW, " lost an OctaPower with ");
560: else
561: bprint (PRINT_LOW, " lost a quad with ");
562: s = ftos(rint(self.super_damage_finished - time));
563: bprint (PRINT_LOW, s);
564: bprint (PRINT_LOW, " seconds remaining\n");
565: }
566: }
567:
568: if ((stof(infokey(world,"dr"))) != 0)
569: {
570: if (self.invisible_finished > 0)
571: {
572: bprint (PRINT_LOW, self.netname);
573: bprint (PRINT_LOW, " lost a ring with ");
574: s = ftos(rint(self.invisible_finished - time));
575: bprint (PRINT_LOW, s);
576: bprint (PRINT_LOW, " seconds remaining\n");
577: DropRing (self.invisible_finished - time);
578: }
579: }
580:
581: self.invisible_finished = 0; // don't die as eyes
582: self.invincible_finished = 0;
583: self.super_damage_finished = 0;
584: self.radsuit_finished = 0;
585: self.modelindex = modelindex_player; // don't use eyes
586:
587: DropBackpack();
588:
589: self.weaponmodel="";
590: self.view_ofs = '0 0 -8';
591: self.deadflag = DEAD_DYING;
592: self.solid = SOLID_NOT;
593: self.flags = self.flags - (self.flags & FL_ONGROUND);
594: self.movetype = MOVETYPE_TOSS;
595: if (self.velocity_z < 10)
596: self.velocity_z = self.velocity_z + random()*300;
597:
598: if (self.health < -40)
599: {
600: GibPlayer ();
601: return;
602: }
603:
604: DeathSound();
605:
606: self.angles_x = 0;
607: self.angles_z = 0;
608:
609: if (self.weapon == IT_AXE)
610: {
611: player_die_ax1 ();
612: return;
613: }
614:
615: i = cvar("temp1");
616: if (!i)
617: i = 1 + floor(random()*6);
618:
619: if (i == 1)
620: player_diea1();
621: else if (i == 2)
622: player_dieb1();
623: else if (i == 3)
624: player_diec1();
625: else if (i == 4)
626: player_died1();
627: else
628: player_diee1();
629:
630: };
631:
632: void() set_suicide_frame =
633: { // used by klill command and diconnect command
634: if (self.model != "progs/player.mdl")
635: return; // allready gibbed
636: self.frame = $deatha11;
637: self.solid = SOLID_NOT;
638: self.movetype = MOVETYPE_TOSS;
639: self.deadflag = DEAD_DEAD;
640: self.nextthink = -1;
641: };
642:
643:
644: void() player_diea1 = [ $deatha1, player_diea2 ] {};
645: void() player_diea2 = [ $deatha2, player_diea3 ] {};
646: void() player_diea3 = [ $deatha3, player_diea4 ] {};
647: void() player_diea4 = [ $deatha4, player_diea5 ] {};
648: void() player_diea5 = [ $deatha5, player_diea6 ] {};
649: void() player_diea6 = [ $deatha6, player_diea7 ] {};
650: void() player_diea7 = [ $deatha7, player_diea8 ] {};
651: void() player_diea8 = [ $deatha8, player_diea9 ] {};
652: void() player_diea9 = [ $deatha9, player_diea10 ] {};
653: void() player_diea10 = [ $deatha10, player_diea11 ] {};
654: void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
655:
656: void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
657: void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
658: void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
659: void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
660: void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
661: void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
662: void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
663: void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
664: void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
665:
666: void() player_diec1 = [ $deathc1, player_diec2 ] {};
667: void() player_diec2 = [ $deathc2, player_diec3 ] {};
668: void() player_diec3 = [ $deathc3, player_diec4 ] {};
669: void() player_diec4 = [ $deathc4, player_diec5 ] {};
670: void() player_diec5 = [ $deathc5, player_diec6 ] {};
671: void() player_diec6 = [ $deathc6, player_diec7 ] {};
672: void() player_diec7 = [ $deathc7, player_diec8 ] {};
673: void() player_diec8 = [ $deathc8, player_diec9 ] {};
674: void() player_diec9 = [ $deathc9, player_diec10 ] {};
675: void() player_diec10 = [ $deathc10, player_diec11 ] {};
676: void() player_diec11 = [ $deathc11, player_diec12 ] {};
677: void() player_diec12 = [ $deathc12, player_diec13 ] {};
678: void() player_diec13 = [ $deathc13, player_diec14 ] {};
679: void() player_diec14 = [ $deathc14, player_diec15 ] {};
680: void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
681:
682: void() player_died1 = [ $deathd1, player_died2 ] {};
683: void() player_died2 = [ $deathd2, player_died3 ] {};
684: void() player_died3 = [ $deathd3, player_died4 ] {};
685: void() player_died4 = [ $deathd4, player_died5 ] {};
686: void() player_died5 = [ $deathd5, player_died6 ] {};
687: void() player_died6 = [ $deathd6, player_died7 ] {};
688: void() player_died7 = [ $deathd7, player_died8 ] {};
689: void() player_died8 = [ $deathd8, player_died9 ] {};
690: void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
691:
692: void() player_diee1 = [ $deathe1, player_diee2 ] {};
693: void() player_diee2 = [ $deathe2, player_diee3 ] {};
694: void() player_diee3 = [ $deathe3, player_diee4 ] {};
695: void() player_diee4 = [ $deathe4, player_diee5 ] {};
696: void() player_diee5 = [ $deathe5, player_diee6 ] {};
697: void() player_diee6 = [ $deathe6, player_diee7 ] {};
698: void() player_diee7 = [ $deathe7, player_diee8 ] {};
699: void() player_diee8 = [ $deathe8, player_diee9 ] {};
700: void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
701:
702: void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
703: void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
704: void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
705: void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
706: void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
707: void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
708: void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
709: void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
710: void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
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