game-source/ctf/qwsrc/player.qc

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/*
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player.qc
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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void () bubble_bob;
void () player_chain5;
void () player_chain4;
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// PLAYER =====================================================================
$cd id1/models/player_4
$origin 0 -6 24
$base base
$skin skin
// running
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
// standing
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
// pain
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
$frame pain1 pain2 pain3 pain4 pain5 pain6
// death
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
$frame axdeth7 axdeth8 axdeth9
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
// attacks
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
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// PLAYER =====================================================================
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void () player_run;
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void ()
player_stand1 =[ $axstnd1, player_stand1 ]
{
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self.weaponframe = 0;
if (self.velocity_x || self.velocity_y) {
self.walkframe = 0;
player_run ();
return;
}
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if (self.weapon == IT_AXE || self.weapon == IT_GRAPPLE) {
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + self.walkframe;
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} else {
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
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void ()
player_run =[ $rockrun1, player_run ]
{
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self.weaponframe = 0;
if (!self.velocity_x && !self.velocity_y) {
self.walkframe = 0;
player_stand1 ();
return;
}
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if (self.weapon == IT_AXE || self.weapon == IT_GRAPPLE) {
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $axrun1 + self.walkframe;
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} else {
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = self.frame + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
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void ()
muzzleflash =
{
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
};
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void() player_shot1 = [$shotatt1, player_shot2 ] {
self.weaponframe = 1;
muzzleflash ();
};
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
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void() player_axe3 = [$axatt3, player_axe4 ] {
self.weaponframe = 3;
W_FireAxe ();
};
void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
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void() player_axeb3 = [$axattb3, player_axeb4 ] {
self.weaponframe = 7;
W_FireAxe ();
};
void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
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void() player_axec3 = [$axattc3, player_axec4 ] {
self.weaponframe = 3;
W_FireAxe();
};
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
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void() player_axed3 = [$axattd3, player_axed4 ] {
self.weaponframe = 7;
W_FireAxe ();
};
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
//============================================================================
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void() player_chain1= [$axattd1, player_chain2 ] {
self.weaponframe = 2;
Throw_Grapple ();
};
void() player_chain2= [$axattd2, player_chain3 ] {self.weaponframe=3;};
void() player_chain3= [$axattd3, player_chain3 ]
{
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self.weaponframe=3;
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if (!self.hook_out) {
player_chain5 ();
return;
}
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if (vlen (self.velocity) >= 750) {
player_chain4 ();
return;
}
};
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void ()
player_chain4= [$deathc4, player_chain4 ]
{
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self.weaponframe = 4;
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if (!self.hook_out) {
player_chain5 ();
return;
}
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if (vlen(self.velocity) < 750) {
player_chain3 ();
return;
}
};
void () player_chain5= [$axattd4, player_run ] {self.weaponframe=5;};
//============================================================================
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void ()
player_nail1 =[$nailatt1, player_nail2 ]
{
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muzzleflash ();
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if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe ++;
if (self.weaponframe >= 9)
self.weaponframe = 1;
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SuperDamageSound ();
W_FireSpikes (4);
self.attack_finished = time + 0.2;
};
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void ()
player_nail2 =[$nailatt2, player_nail1 ]
{
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muzzleflash ();
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if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe++;
if (self.weaponframe >= 9)
self.weaponframe = 1;
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SuperDamageSound ();
W_FireSpikes (-4);
self.attack_finished = time + 0.2;
};
//============================================================================
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void ()
player_light1 =[$light1, player_light2 ]
{
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muzzleflash ();
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if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe = self.weaponframe + 1;
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if (self.weaponframe >= 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
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void ()
player_light2 =[$light2, player_light1 ]
{
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muzzleflash ();
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if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe++;
if (self.weaponframe >= 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
//============================================================================
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void ()
player_rocket1 =[$rockatt1, player_rocket2 ] {
self.weaponframe = 1;
muzzleflash ();
};
void () player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
void () player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
void () player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
void () player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
void () player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
void (float num_bubbles) DeathBubbles;
void ()
PainSound =
{
if (self.health < 0)
return;
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if (damage_attacker.classname == "teledeath") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
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switch (self.watertype) {
case CONTENT_WATER: // water pain sounds
if (self.waterlevel == 3) {
DeathBubbles (1);
if (random () > 0.5)
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
return;
}
break;
case CONTENT_SLIME: // slime pain sounds
// FIXME put in some steam here
if (random () > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
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case CONTENT_LAVA:
// FIXME put in some steam here
if (random () > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
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default:
break;
}
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if (self.pain_finished > time) {
self.axhitme = 0;
return;
}
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
if (self.axhitme == 1) {
self.axhitme = 0;
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
return;
}
self.noise = "";
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switch (rint ((5 * random()) + 1)) {
case 1:
self.noise = "player/pain1.wav";
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break;
case 2:
self.noise = "player/pain2.wav";
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break;
case 3:
self.noise = "player/pain3.wav";
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break;
case 4:
self.noise = "player/pain4.wav";
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break;
case 5:
self.noise = "player/pain5.wav";
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break;
default:
self.noise = "player/pain6.wav";
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break;
}
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
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void ()
player_pain1 = [ $pain1, player_pain2 ] {
PainSound ();
self.weaponframe = 0;
};
void () player_pain2 = [ $pain2, player_pain3 ] {};
void () player_pain3 = [ $pain3, player_pain4 ] {};
void () player_pain4 = [ $pain4, player_pain5 ] {};
void () player_pain5 = [ $pain5, player_pain6 ] {};
void () player_pain6 = [ $pain6, player_run ] {};
void ()
player_axpain1 = [ $axpain1, player_axpain2 ] {
PainSound ();
self.weaponframe = 0;
};
void () player_axpain2 = [ $axpain2, player_axpain3 ] {};
void () player_axpain3 = [ $axpain3, player_axpain4 ] {};
void () player_axpain4 = [ $axpain4, player_axpain5 ] {};
void () player_axpain5 = [ $axpain5, player_axpain6 ] {};
void () player_axpain6 = [ $axpain6, player_run ] {};
void (entity attacker, float damage)
player_pain =
{
if (self.weaponframe)
return;
if (self.invisible_finished > time)
return; // eyes don't have pain frames
if (self.weapon == IT_AXE)
player_axpain1 ();
else
player_pain1 ();
};
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void () player_diea1;
void () player_dieb1;
void () player_diec1;
void () player_died1;
void () player_diee1;
void () player_die_ax1;
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void ()
DeathBubblesSpawn =
{
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local entity bubble;
if (self.owner.waterlevel != 3)
return;
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bubble = spawn ();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.owner.origin + '0 0 24');
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
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remove (self);
};
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void (float num_bubbles)
DeathBubbles =
{
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local entity bubble_spawner;
bubble_spawner = spawn();
setorigin (bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
return;
};
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void ()
DeathSound =
{
// water death sounds
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if (self.waterlevel == 3) {
DeathBubbles (20);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
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switch (rint ((4 * random ()) + 1)) {
case 1:
self.noise = "player/death1.wav";
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break;
case 2:
self.noise = "player/death2.wav";
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break;
case 3:
self.noise = "player/death3.wav";
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break;
case 4:
self.noise = "player/death4.wav";
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break;
case 5:
self.noise = "player/death5.wav";
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default:
break;
}
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
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void ()
PlayerDead =
{
self.nextthink = -1;
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// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
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vector (float dm)
VelocityForDamage =
{
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local vector v;
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v_x = 100 * crandom ();
v_y = 100 * crandom ();
v_z = 200 + 100 * random ();
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if (dm > -50) {
// dprint ("level 1\n");
v = v * 0.7;
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} else if (dm > -200) {
// dprint ("level 3\n");
v = v * 2;
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} else
v = v * 10;
return v;
};
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void (string gibname, float dm)
ThrowGib =
{
local entity new;
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new = spawn ();
new.origin = self.origin;
setmodel (new, gibname);
setsize (new, '0 0 0', '0 0 0');
new.velocity = VelocityForDamage (dm);
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
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new.avelocity_x = 600 * random ();
new.avelocity_y = 600 * random ();
new.avelocity_z = 600 * random ();
new.think = SUB_Remove;
new.ltime = time;
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new.nextthink = time + 10 + 10 * random ();
new.frame = 0;
new.flags = 0;
};
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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;
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self.flags &= ~FL_ONGROUND;
self.avelocity = crandom() * '0 600 0';
};
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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;
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switch (damage_attacker.classname) {
case "teledeath":
self.staydeadtime = time + 2 + (random() * 3);
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
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case "teledeath2":
self.staydeadtime = time + 3 + (random() * 6);
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
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default:
break;
}
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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);
};
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void ()
PlayerDie =
{
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local float i;
// make dead guy release hook (wedge)
if (self.hook_out) {
Reset_Grapple (self.hook);
self.attack_finished = time + 0.75;
self.hook_out = TRUE; // PutClientInServer will reset this
}
self.items &= ~IT_INVISIBILITY;
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
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DropBackpack ();
DropRune ();
TeamCaptureDropFlagOfPlayer (self);
if (self.killed == 2)
self.killed = 0;
else
self.killed = 1;
self.weaponmodel="";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
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self.flags &= ~FL_ONGROUND;
self.movetype = MOVETYPE_TOSS;
if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + random()*300;
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if (self.health < -40) {
GibPlayer ();
return;
}
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DeathSound ();
self.angles_x = 0;
self.angles_z = 0;
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if (self.weapon == IT_AXE) {
player_die_ax1 ();
return;
}
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i = cvar ("temp1");
if (!i)
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i = 1 + floor (6 * random());
switch (i) {
case 1:
player_diea1();
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break;
case 2:
player_dieb1();
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break;
case 3:
player_diec1();
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break;
case 4:
player_died1();
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break;
default:
player_diee1();
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break;
}
};
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void ()
set_suicide_frame =
{ // used by kill command and disconnect command
/*
if (self.model != "progs/player.mdl")
return; // allready gibbed
*/
if (self.health <= 0)
return;
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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();};