forked from id/quake-qw-qc
736 lines
21 KiB
C++
736 lines
21 KiB
C++
/*
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player.qc
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player functions/definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void() bubble_bob;
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/*
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==============================================================================
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PLAYER
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==============================================================================
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*/
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$cd /raid/quake/id1/models/player_4
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$origin 0 -6 24
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$base base
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$skin skin
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//
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// running
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//
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$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
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$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
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//
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// standing
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//
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$frame stand1 stand2 stand3 stand4 stand5
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$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
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$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
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//
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// pain
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//
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$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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//
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// death
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//
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$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
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$frame axdeth7 axdeth8 axdeth9
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$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
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$frame deatha9 deatha10 deatha11
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$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
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$frame deathb9
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$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
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$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
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$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
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$frame deathd8 deathd9
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$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
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$frame deathe8 deathe9
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//
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// attacks
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//
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$frame nailatt1 nailatt2
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$frame light1 light2
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$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
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$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
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$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
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$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
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$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
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$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
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/*
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==============================================================================
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PLAYER
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==============================================================================
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*/
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void() player_run;
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void() player_stand1 =[ $axstnd1, player_stand1 ]
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{
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self.weaponframe=0;
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if (self.velocity_x || self.velocity_y)
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{
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self.walkframe=0;
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player_run();
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return;
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}
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if (self.weapon == IT_AXE)
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{
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if (self.walkframe >= 12)
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self.walkframe = 0;
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self.frame = $axstnd1 + self.walkframe;
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}
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else
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{
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if (self.walkframe >= 5)
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self.walkframe = 0;
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self.frame = $stand1 + self.walkframe;
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}
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self.walkframe = self.walkframe + 1;
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};
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void() player_run =[ $rockrun1, player_run ]
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{
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self.weaponframe=0;
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if (!self.velocity_x && !self.velocity_y)
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{
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self.walkframe=0;
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player_stand1();
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return;
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}
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if (self.weapon == IT_AXE)
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{
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if (self.walkframe == 6)
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self.walkframe = 0;
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self.frame = $axrun1 + self.walkframe;
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}
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else
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{
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if (self.walkframe == 6)
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self.walkframe = 0;
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self.frame = self.frame + self.walkframe;
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}
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self.walkframe = self.walkframe + 1;
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};
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void()muzzleflash =
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{
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WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
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WriteEntity (MSG_MULTICAST, self);
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multicast (self.origin, MULTICAST_PVS);
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};
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void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
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void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
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void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
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void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
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void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
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void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
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void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
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void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
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void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
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void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
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void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
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void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
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void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
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void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
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void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
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void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
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void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
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void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
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void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
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void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
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void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
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void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
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//============================================================================
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void() player_nail1 =[$nailatt1, player_nail2 ]
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{
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muzzleflash();
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if (!self.button0 || intermission_running || self.impulse)
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{player_run ();return;}
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self.weaponframe = self.weaponframe + 1;
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if (self.weaponframe == 9)
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self.weaponframe = 1;
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SuperDamageSound();
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W_FireSpikes (4);
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self.attack_finished = time + 0.2;
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};
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void() player_nail2 =[$nailatt2, player_nail1 ]
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{
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muzzleflash();
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if (!self.button0 || intermission_running || self.impulse)
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{player_run ();return;}
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self.weaponframe = self.weaponframe + 1;
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if (self.weaponframe == 9)
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self.weaponframe = 1;
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SuperDamageSound();
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W_FireSpikes (-4);
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self.attack_finished = time + 0.2;
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};
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//============================================================================
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void() player_light1 =[$light1, player_light2 ]
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{
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muzzleflash();
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if (!self.button0 || intermission_running)
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{player_run ();return;}
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self.weaponframe = self.weaponframe + 1;
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if (self.weaponframe == 5)
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self.weaponframe = 1;
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SuperDamageSound();
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W_FireLightning();
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self.attack_finished = time + 0.2;
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};
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void() player_light2 =[$light2, player_light1 ]
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{
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muzzleflash();
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if (!self.button0 || intermission_running)
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{player_run ();return;}
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self.weaponframe = self.weaponframe + 1;
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if (self.weaponframe == 5)
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self.weaponframe = 1;
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SuperDamageSound();
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W_FireLightning();
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self.attack_finished = time + 0.2;
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};
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//============================================================================
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void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
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muzzleflash();};
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void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
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void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
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void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
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void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
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void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
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void(float num_bubbles) DeathBubbles;
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void() PainSound =
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{
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local float rs;
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if (self.health < 0)
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return;
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if (damage_attacker.classname == "teledeath")
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{
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sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
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return;
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}
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// water pain sounds
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if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
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{
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DeathBubbles(1);
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if (random() > 0.5)
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sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
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return;
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}
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// slime pain sounds
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if (self.watertype == CONTENT_SLIME)
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{
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// FIX ME put in some steam here
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if (random() > 0.5)
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sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
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return;
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}
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if (self.watertype == CONTENT_LAVA)
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{
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if (random() > 0.5)
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sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
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return;
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}
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if (self.pain_finished > time)
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{
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self.axhitme = 0;
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return;
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}
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self.pain_finished = time + 0.5;
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// don't make multiple pain sounds right after each other
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// ax pain sound
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if (self.axhitme == 1)
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{
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self.axhitme = 0;
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sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
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return;
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}
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rs = rint((random() * 5) + 1);
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self.noise = "";
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if (rs == 1)
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self.noise = "player/pain1.wav";
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else if (rs == 2)
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self.noise = "player/pain2.wav";
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else if (rs == 3)
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self.noise = "player/pain3.wav";
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else if (rs == 4)
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self.noise = "player/pain4.wav";
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else if (rs == 5)
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self.noise = "player/pain5.wav";
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else
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self.noise = "player/pain6.wav";
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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return;
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};
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void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
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void() player_pain2 = [ $pain2, player_pain3 ] {};
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void() player_pain3 = [ $pain3, player_pain4 ] {};
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void() player_pain4 = [ $pain4, player_pain5 ] {};
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void() player_pain5 = [ $pain5, player_pain6 ] {};
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void() player_pain6 = [ $pain6, player_run ] {};
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void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
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void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
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void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
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void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
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void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
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void() player_axpain6 = [ $axpain6, player_run ] {};
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void() player_pain =
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{
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if (self.weaponframe)
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return;
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if (self.invisible_finished > time)
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return; // eyes don't have pain frames
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if (self.weapon == IT_AXE)
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player_axpain1 ();
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else
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player_pain1 ();
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};
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void() player_diea1;
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void() player_dieb1;
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void() player_diec1;
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void() player_died1;
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void() player_diee1;
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void() player_die_ax1;
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void() DeathBubblesSpawn =
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{
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local entity bubble;
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if (self.owner.waterlevel != 3)
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return;
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bubble = spawn();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.owner.origin + '0 0 24');
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.cnt = 0;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.nextthink = time + 0.1;
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self.think = DeathBubblesSpawn;
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self.air_finished = self.air_finished + 1;
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if (self.air_finished >= self.bubble_count)
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remove(self);
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};
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void(float num_bubbles) DeathBubbles =
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{
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local entity bubble_spawner;
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bubble_spawner = spawn();
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setorigin (bubble_spawner, self.origin);
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bubble_spawner.movetype = MOVETYPE_NONE;
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bubble_spawner.solid = SOLID_NOT;
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bubble_spawner.nextthink = time + 0.1;
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bubble_spawner.think = DeathBubblesSpawn;
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bubble_spawner.air_finished = 0;
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bubble_spawner.owner = self;
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bubble_spawner.bubble_count = num_bubbles;
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return;
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};
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void() DeathSound =
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{
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local float rs;
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// water death sounds
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if (self.waterlevel == 3)
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{
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DeathBubbles(5);
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sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
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return;
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}
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rs = rint ((random() * 4) + 1);
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if (rs == 1)
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self.noise = "player/death1.wav";
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if (rs == 2)
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self.noise = "player/death2.wav";
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if (rs == 3)
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self.noise = "player/death3.wav";
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if (rs == 4)
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self.noise = "player/death4.wav";
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if (rs == 5)
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self.noise = "player/death5.wav";
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
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return;
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};
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void() PlayerDead =
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{
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self.nextthink = -1;
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// allow respawn after a certain time
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self.deadflag = DEAD_DEAD;
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};
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vector(float dm) VelocityForDamage =
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{
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local vector v;
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if (vlen(damage_inflictor.velocity)>0)
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{
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v = 0.5 * damage_inflictor.velocity;
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v = v + (25 * normalize(self.origin-damage_inflictor.origin));
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v_z = 100 + 240 * random();
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v_x = v_x + (200 * crandom());
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v_y = v_y + (200 * crandom());
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//dprint ("Velocity gib\n");
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}
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else
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{
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v_x = 100 * crandom();
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v_y = 100 * crandom();
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v_z = 200 + 100 * random();
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}
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//v_x = 100 * crandom();
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//v_y = 100 * crandom();
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//v_z = 200 + 100 * random();
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if (dm > -50)
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{
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// dprint ("level 1\n");
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v = v * 0.7;
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}
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else if (dm > -200)
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{
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// dprint ("level 3\n");
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v = v * 2;
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}
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else
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v = v * 10;
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return v;
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};
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void(string gibname, float dm) ThrowGib =
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{
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local entity new;
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new = spawn();
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new.origin = self.origin;
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setmodel (new, gibname);
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setsize (new, '0 0 0', '0 0 0');
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new.velocity = VelocityForDamage (dm);
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new.movetype = MOVETYPE_BOUNCE;
|
|
new.solid = SOLID_NOT;
|
|
new.avelocity_x = random()*600;
|
|
new.avelocity_y = random()*600;
|
|
new.avelocity_z = random()*600;
|
|
new.think = SUB_Remove;
|
|
new.ltime = time;
|
|
new.nextthink = time + 10 + random()*10;
|
|
new.frame = 0;
|
|
new.flags = 0;
|
|
};
|
|
|
|
void(string gibname, float dm) ThrowHead =
|
|
{
|
|
setmodel (self, gibname);
|
|
self.frame = 0;
|
|
self.nextthink = -1;
|
|
self.movetype = MOVETYPE_BOUNCE;
|
|
self.takedamage = DAMAGE_NO;
|
|
self.solid = SOLID_NOT;
|
|
self.view_ofs = '0 0 8';
|
|
setsize (self, '-16 -16 0', '16 16 56');
|
|
self.velocity = VelocityForDamage (dm);
|
|
self.origin_z = self.origin_z - 24;
|
|
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
|
self.avelocity = crandom() * '0 600 0';
|
|
};
|
|
|
|
|
|
void() GibPlayer =
|
|
{
|
|
ThrowHead ("progs/h_player.mdl", self.health);
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
ThrowGib ("progs/gib2.mdl", self.health);
|
|
ThrowGib ("progs/gib3.mdl", self.health);
|
|
|
|
self.deadflag = DEAD_DEAD;
|
|
|
|
if (damage_attacker.classname == "teledeath")
|
|
{
|
|
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
|
return;
|
|
}
|
|
|
|
if (damage_attacker.classname == "teledeath2")
|
|
{
|
|
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
|
return;
|
|
}
|
|
|
|
if (random() < 0.5)
|
|
sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
|
|
else
|
|
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
|
|
};
|
|
|
|
void() PlayerDie =
|
|
{
|
|
local float i;
|
|
local string s;
|
|
self.items = self.items - (self.items & IT_INVISIBILITY);
|
|
|
|
if ((stof(infokey(world,"dq"))) != 0)
|
|
{
|
|
if (self.super_damage_finished > 0)
|
|
{
|
|
DropQuad (self.super_damage_finished - time);
|
|
bprint (PRINT_LOW, self.netname);
|
|
if (deathmatch == 4)
|
|
bprint (PRINT_LOW, " lost an OctaPower with ");
|
|
else
|
|
bprint (PRINT_LOW, " lost a quad with ");
|
|
s = ftos(rint(self.super_damage_finished - time));
|
|
bprint (PRINT_LOW, s);
|
|
bprint (PRINT_LOW, " seconds remaining\n");
|
|
}
|
|
}
|
|
|
|
if ((stof(infokey(world,"dr"))) != 0)
|
|
{
|
|
if (self.invisible_finished > 0)
|
|
{
|
|
bprint (PRINT_LOW, self.netname);
|
|
bprint (PRINT_LOW, " lost a ring with ");
|
|
s = ftos(rint(self.invisible_finished - time));
|
|
bprint (PRINT_LOW, s);
|
|
bprint (PRINT_LOW, " seconds remaining\n");
|
|
DropRing (self.invisible_finished - time);
|
|
}
|
|
}
|
|
|
|
self.invisible_finished = 0; // don't die as eyes
|
|
self.invincible_finished = 0;
|
|
self.super_damage_finished = 0;
|
|
self.radsuit_finished = 0;
|
|
self.modelindex = modelindex_player; // don't use eyes
|
|
|
|
DropBackpack();
|
|
|
|
self.weaponmodel="";
|
|
self.view_ofs = '0 0 -8';
|
|
self.deadflag = DEAD_DYING;
|
|
self.solid = SOLID_NOT;
|
|
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
|
self.movetype = MOVETYPE_TOSS;
|
|
if (self.velocity_z < 10)
|
|
self.velocity_z = self.velocity_z + random()*300;
|
|
|
|
if (self.health < -40)
|
|
{
|
|
GibPlayer ();
|
|
return;
|
|
}
|
|
|
|
DeathSound();
|
|
|
|
self.angles_x = 0;
|
|
self.angles_z = 0;
|
|
|
|
if (self.weapon == IT_AXE)
|
|
{
|
|
player_die_ax1 ();
|
|
return;
|
|
}
|
|
|
|
i = cvar("temp1");
|
|
if (!i)
|
|
i = 1 + floor(random()*6);
|
|
|
|
if (i == 1)
|
|
player_diea1();
|
|
else if (i == 2)
|
|
player_dieb1();
|
|
else if (i == 3)
|
|
player_diec1();
|
|
else if (i == 4)
|
|
player_died1();
|
|
else
|
|
player_diee1();
|
|
|
|
};
|
|
|
|
void() set_suicide_frame =
|
|
{ // used by klill command and diconnect command
|
|
if (self.model != "progs/player.mdl")
|
|
return; // allready gibbed
|
|
self.frame = $deatha11;
|
|
self.solid = SOLID_NOT;
|
|
self.movetype = MOVETYPE_TOSS;
|
|
self.deadflag = DEAD_DEAD;
|
|
self.nextthink = -1;
|
|
};
|
|
|
|
|
|
void() player_diea1 = [ $deatha1, player_diea2 ] {};
|
|
void() player_diea2 = [ $deatha2, player_diea3 ] {};
|
|
void() player_diea3 = [ $deatha3, player_diea4 ] {};
|
|
void() player_diea4 = [ $deatha4, player_diea5 ] {};
|
|
void() player_diea5 = [ $deatha5, player_diea6 ] {};
|
|
void() player_diea6 = [ $deatha6, player_diea7 ] {};
|
|
void() player_diea7 = [ $deatha7, player_diea8 ] {};
|
|
void() player_diea8 = [ $deatha8, player_diea9 ] {};
|
|
void() player_diea9 = [ $deatha9, player_diea10 ] {};
|
|
void() player_diea10 = [ $deatha10, player_diea11 ] {};
|
|
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
|
|
|
|
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
|
|
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
|
|
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
|
|
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
|
|
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
|
|
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
|
|
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
|
|
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
|
|
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
|
|
|
|
void() player_diec1 = [ $deathc1, player_diec2 ] {};
|
|
void() player_diec2 = [ $deathc2, player_diec3 ] {};
|
|
void() player_diec3 = [ $deathc3, player_diec4 ] {};
|
|
void() player_diec4 = [ $deathc4, player_diec5 ] {};
|
|
void() player_diec5 = [ $deathc5, player_diec6 ] {};
|
|
void() player_diec6 = [ $deathc6, player_diec7 ] {};
|
|
void() player_diec7 = [ $deathc7, player_diec8 ] {};
|
|
void() player_diec8 = [ $deathc8, player_diec9 ] {};
|
|
void() player_diec9 = [ $deathc9, player_diec10 ] {};
|
|
void() player_diec10 = [ $deathc10, player_diec11 ] {};
|
|
void() player_diec11 = [ $deathc11, player_diec12 ] {};
|
|
void() player_diec12 = [ $deathc12, player_diec13 ] {};
|
|
void() player_diec13 = [ $deathc13, player_diec14 ] {};
|
|
void() player_diec14 = [ $deathc14, player_diec15 ] {};
|
|
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
|
|
|
|
void() player_died1 = [ $deathd1, player_died2 ] {};
|
|
void() player_died2 = [ $deathd2, player_died3 ] {};
|
|
void() player_died3 = [ $deathd3, player_died4 ] {};
|
|
void() player_died4 = [ $deathd4, player_died5 ] {};
|
|
void() player_died5 = [ $deathd5, player_died6 ] {};
|
|
void() player_died6 = [ $deathd6, player_died7 ] {};
|
|
void() player_died7 = [ $deathd7, player_died8 ] {};
|
|
void() player_died8 = [ $deathd8, player_died9 ] {};
|
|
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
|
|
|
|
void() player_diee1 = [ $deathe1, player_diee2 ] {};
|
|
void() player_diee2 = [ $deathe2, player_diee3 ] {};
|
|
void() player_diee3 = [ $deathe3, player_diee4 ] {};
|
|
void() player_diee4 = [ $deathe4, player_diee5 ] {};
|
|
void() player_diee5 = [ $deathe5, player_diee6 ] {};
|
|
void() player_diee6 = [ $deathe6, player_diee7 ] {};
|
|
void() player_diee7 = [ $deathe7, player_diee8 ] {};
|
|
void() player_diee8 = [ $deathe8, player_diee9 ] {};
|
|
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
|
|
|
|
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
|
|
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
|
|
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
|
|
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
|
|
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
|
|
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
|
|
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
|
|
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
|
|
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
|