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();}; 711