#include "config.rh" #include "paroxysm.rh" /* ============================================================================== PLAYER ============================================================================== */ $cd /raid/quake/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 $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 /* ============================================================================== PLAYER ============================================================================== */ void() player_stand1 = [$axstnd1, player_stand1] { @self.weaponframe = 0; if (@self.velocity_x || @self.velocity_y) { @self.walkframe = 0; player_run (); return; } if (@self.weapon == IT_AXE) { if (@self.walkframe >= 12) @self.walkframe = 0; @self.frame = $axstnd1 + @self.walkframe; } else { if (@self.walkframe >= 5) @self.walkframe = 0; @self.frame = $stand1 + @self.walkframe; } @self.walkframe++; }; void() player_run = [$rockrun1, player_run] { @self.weaponframe = 0; if (!@self.velocity_x && !@self.velocity_y) { @self.walkframe = 0; player_stand1 (); return; } if (@self.weapon == IT_AXE) { if (@self.walkframe == 6) @self.walkframe = 0; @self.frame = $axrun1 + @self.walkframe; } else { if (@self.walkframe == 6) @self.walkframe = 0; @self.frame = @self.frame + @self.walkframe; } // footstep sounds @self.spawnsilent += vlen (@self.origin - @self.old_velocity); @self.old_velocity = @self.origin; if (@self.waterlevel < 3 && @self.classname == "player") { // no footsteps underwater or for observer if (@self.spawnsilent > 95) { local float r; if (@self.spawnsilent > 190) @self.spawnsilent = 0; else @self.spawnsilent = 0.5 * (@self.spawnsilent - 95); r = random (); if (@self.waterlevel) { if (r < 0.25) sound (@self, CHAN_AUTO, "misc/water1.wav", 1, ATTN_NORM); else if (r < 0.5) sound (@self, CHAN_AUTO, "misc/water2.wav", 1, ATTN_NORM); else if (r < 0.75) sound (@self, CHAN_AUTO, "misc/owater2.wav", 0.75, ATTN_NORM); } else if (@self.flags & FL_ONGROUND) { local float speed, vol; speed = vlen (@self.velocity); vol = speed * 0.002; // Scale footstep volume by speed if (vol > 1) vol = 1; if (vol < 0.1) return; // don't make a sound if (r < 0.25) sound (@self, CHAN_AUTO, "misc/foot1.wav", vol, ATTN_NORM); else if (r < 0.5) sound (@self, CHAN_AUTO, "misc/foot2.wav", vol, ATTN_NORM); else if (r < 0.75) sound (@self, CHAN_AUTO, "misc/foot3.wav", vol, ATTN_NORM); else sound (@self, CHAN_AUTO, "misc/foot4.wav", vol, ATTN_NORM); } } } @self.walkframe++; }; void () muzzleflash = { WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH); WriteEntity (MSG_MULTICAST, @self); multicast (@self.origin, MULTICAST_PVS); }; // POX - used for tShot and ComboGun primary triggers void() player_shot1 = [$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 = [$shotatt6, player_run] {@self.weaponframe = 6;}; // POX - New Frame Macro For tShot 3 barrel fire void() player_tshot1 = [$shotatt1, player_tshot2] {@self.weaponframe = 1; muzzleflash();}; void() player_tshot2 = [$shotatt2, player_tshot3] {@self.weaponframe = 16;}; // triple flare frame void() player_tshot3 = [$shotatt3, player_tshot4] {@self.weaponframe = 3;}; void() player_tshot4 = [$shotatt4, player_tshot5] {@self.weaponframe = 4;}; void() player_tshot5 = [$shotatt5, player_tshot6] {@self.weaponframe = 5;}; void() player_tshot6 = [$shotatt6, player_run] {@self.weaponframe = 6;}; // POX - New Frame Macro For tShot 3 barrel prime void() player_reshot1 = [$shotatt1, player_reshot2] {@self.weaponframe = 7;}; void() player_reshot2 = [$shotatt3, player_reshot3] {@self.weaponframe = 8;}; void() player_reshot3 = [$shotatt4, player_reshot4] {@self.weaponframe = 9;}; void() player_reshot4 = [$shotatt5, player_reshot5] {@self.weaponframe = 10;}; void() player_reshot5 = [$shotatt6, player_reshot6] {@self.weaponframe = 11;}; void() player_reshot6 = [$shotatt5, player_reshot7] {@self.weaponframe = 12;}; void() player_reshot7 = [$shotatt4, player_reshot8] {@self.weaponframe = 13;}; void() player_reshot8 = [$shotatt3, player_reshot9] {@self.weaponframe = 14;}; void() player_reshot9 = [$shotatt1, player_run] {@self.weaponframe = 15;}; // POX - New Frame Macro For ComboGun Second Trigger (Impact Grenades) void() player_gshot1 = [$shotatt1, player_gshot2] {@self.weaponframe = 2; muzzleflash();}; void() player_gshot2 = [$shotatt2, player_gshot3] {@self.weaponframe = 3;}; void() player_gshot3 = [$shotatt3, player_gshot4] {@self.weaponframe = 4;}; void() player_gshot4 = [$shotatt4, player_gshot5] {@self.weaponframe = 5;}; void() player_gshot5 = [$shotatt5, player_run] {@self.weaponframe = 6;}; // POX - New Frame Macro For Nailgun Second Trigger (Shrapnel Bomb) void() player_shrap1 = [$nailatt1, player_shrap2] {muzzleflash ();}; void() player_shrap2 = [$nailatt2, player_run] {}; void() player_axe1 = [$axatt1, player_axe2] {@self.weaponframe=1;}; void() player_axe2 = [$axatt2, player_axe3] {@self.weaponframe=2;}; void() player_axe3 = [$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 = [$axattb2, player_axeb3] {@self.weaponframe=6;}; void() player_axeb3 = [$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 = [$axattc2, player_axec3] {@self.weaponframe=2;}; void() player_axec3 = [$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 = [$axattd2, player_axed3] {@self.weaponframe=6;}; void() player_axed3 = [$axattd3, player_axed4] {@self.weaponframe=7;W_FireAxe();}; void() player_axed4 = [$axattd4, player_run] {@self.weaponframe=8;}; // NailGun animation void() player_nail1 = [$nailatt1, player_nail2] { if (@self.st_nailgun > time) return; if (@self.ammo_nails < 1) { sound (@self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM); @self.st_nailgun = time + 0.4; player_run (); return; } muzzleflash (); if (!@self.button0) { player_run (); return; } if (++@self.weaponframe == 9) @self.weaponframe = 1; SuperDamageSound (); W_FireNails (3); if (@self.flags & FL_ONGROUND) @self.velocity += v_forward * -20; @self.st_nailgun = time + 0.1; }; void() player_nail2 = [$nailatt2, player_nail1] { if (@self.st_nailgun > time) return; if (@self.ammo_nails < 1) { sound (@self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM); @self.st_nailgun = time + 0.4; player_run (); return; } muzzleflash (); if (!@self.button0) { player_run (); return; } if (++@self.weaponframe == 9) @self.weaponframe = 1; SuperDamageSound(); W_FireNails (-3); if (@self.flags & FL_ONGROUND) @self.velocity += v_forward * -20; @self.st_nailgun = time + 0.1; }; //============================================================================ // POX - PlasmaGun animation - In sync with Paroxysm v1.1 void() player_plasma1 =[$nailatt1, player_plasma2 ] { if (@self.st_plasma > time) return; if (@self.ammo_cells < 1) { sound (@self, CHAN_WEAPON, "weapons/mfire2.wav", 1, ATTN_NORM); player_run (); @self.st_plasma = time + 0.4; return; } muzzleflash (); if (!@self.button0) { player_run (); return; } @self.weaponframe = 1; @self.LorR = 1; SuperDamageSound (); W_FirePlasma (6); if (@self.flags & FL_ONGROUND) @self.velocity += v_forward * -20; @self.st_plasma = time + 0.1; }; void() player_plasma2 =[$nailatt2, player_plasma1 ] { if (@self.st_plasma > time) return; if (@self.ammo_cells < 1) { sound (@self, CHAN_WEAPON, "weapons/mfire2.wav", 1, ATTN_NORM); player_run (); @self.st_plasma = time + 0.4; return; } muzzleflash (); if (!@self.button0) { player_run (); return; } @self.weaponframe = 2; @self.LorR = 0; SuperDamageSound(); W_FirePlasma (-7); if (@self.flags & FL_ONGROUND) @self.velocity += v_forward * -20; @self.st_plasma = time + 0.1; }; //============================================================================ // POX - MegaPlasma Burst void() player_mplasma1 =[$rockatt1, player_mplasma2 ] {@self.weaponframe=0;}; void() player_mplasma2 =[$rockatt2, player_mplasma3 ] {}; void() player_mplasma3 =[$rockatt3, player_run ] {}; // POX - Grenadelauncher Animation void() player_grenade1 =[$rockatt1, player_grenade2 ] {@self.weaponframe=1;muzzleflash();}; void() player_grenade2 =[$rockatt2, player_grenade3 ] {@self.weaponframe=2;}; void() player_grenade3 =[$rockatt3, player_grenade4 ] {@self.weaponframe=3;}; void() player_grenade4 =[$rockatt4, player_grenade5 ] {@self.weaponframe=4;}; void() player_grenade5 =[$rockatt5, player_grenade6 ] {@self.weaponframe=5;}; void() player_grenade6 =[$rockatt6, player_run ] {@self.weaponframe=6;}; // POX - Annihilator firing sequence void() player_rocket1 = [$rockatt1, player_rocket2] { @self.weaponframe = 1; W_FireRocket ('0 0 16'); // sound is timed for double shot (two single shot sounds had inconsistant results) sound (@self, CHAN_WEAPON, "weapons/rhino.wav", 1, ATTN_NORM); if (@self.flags & FL_ONGROUND) @self.velocity = v_forward * -25; msg_entity = @self; WriteByte (MSG_ONE, SVC_BIGKICK); muzzleflash (); }; void() player_rocket2 = [$rockatt2, player_rocket3] { @self.weaponframe = 2; W_FireRocket('0 0 24'); }; void() player_rocket3 = [$rockatt3, player_run ] {@self.weaponframe=3;}; // POX - Annihilator Reload sequence void() player_rocketload1 = [$rockatt1, player_rocketload2] {@self.weaponframe = 4;}; void() player_rocketload2 = [$rockatt3, player_rocketload3] {@self.weaponframe = 5;}; void() player_rocketload3 = [$rockatt4, player_rocketload4] {@self.weaponframe = 6;}; void() player_rocketload4 = [$rockatt5, player_rocketload5] {@self.weaponframe = 7;}; void() player_rocketload5 = [$rockatt6, player_rocketload6] {@self.weaponframe = 8;}; void() player_rocketload6 = [$rockatt4, player_run] {@self.weaponframe = 9;}; void (float num_bubbles) DeathBubbles; void() PainSound = { local float rs = random (); if (@self.health < 0) return; if (damage_attacker.classname == "teledeath") { sound (@self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); return; } // water pain sounds if (@self.watertype == CONTENT_WATER && @self.waterlevel == 3) { DeathBubbles (1); if (rs > 0.5) sound (@self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); else sound (@self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); return; } if (@self.watertype == CONTENT_SLIME) { // slime pain sounds // FIXME: put in some steam here if (rs > 0.5) sound (@self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (@self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (@self.watertype == CONTENT_LAVA) { if (rs > 0.5) sound (@self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (@self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (@self.pain_finished > time) { @self.axhitme = 0; return; } @self.pain_finished = time + 0.5; // don't make multiple pain sounds right after each other if (@self.axhitme == 1) { // axe pain sound @self.axhitme = 0; sound (@self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); return; } rs = rint ((random () * 5) + 1); @self.noise = ""; if (rs == 1) @self.noise = "player/pain1.wav"; else if (rs == 2) @self.noise = "player/pain2.wav"; else if (rs == 3) @self.noise = "player/pain3.wav"; else if (rs == 4) @self.noise = "player/pain4.wav"; else if (rs == 5) @self.noise = "player/pain5.wav"; else @self.noise = "player/pain6.wav"; sound (@self, CHAN_VOICE, @self.noise, 1, ATTN_NORM); return; }; void() player_pain1 = [$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() 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 (); }; void() player_diea1; void() player_dieb1; void() player_diec1; void() player_died1; void() player_diee1; void() player_die_ax1; void() DeathBubblesSpawn = { local entity bubble; if (@self.owner.waterlevel != 3) return; bubble = spawn (); setmodel (bubble, "progs/s_bubble.spr"); setorigin (bubble, @self.owner.origin + '0 0 24'); setsize (bubble, '-8 -8 -8', '8 8 8'); bubble.movetype = MOVETYPE_NOCLIP; bubble.solid = SOLID_NOT; bubble.velocity = '0 0 15'; bubble.classname = "bubble"; bubble.cnt = 0; bubble.frame = 0; bubble.nextthink = time + 0.5; bubble.think = bubble_bob; @self.think = DeathBubblesSpawn; @self.nextthink = time + 0.1; if (++@self.air_finished >= @self.bubble_count) remove (@self); }; void (float num_bubbles) DeathBubbles = { local entity bubble_spawner; bubble_spawner = spawn (); setorigin (bubble_spawner, @self.origin); bubble_spawner.owner = @self; bubble_spawner.air_finished = 0; bubble_spawner.bubble_count = num_bubbles; bubble_spawner.movetype = MOVETYPE_NONE; bubble_spawner.solid = SOLID_NOT; bubble_spawner.think = DeathBubblesSpawn; bubble_spawner.nextthink = time + 0.1; return; }; void() DeathSound = { local float rs; if (@self.waterlevel == 3) { // water death sounds DeathBubbles (5); sound (@self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); return; } rs = rint ((random() * 4) + 1); if (rs == 1) @self.noise = "player/death1.wav"; if (rs == 2) @self.noise = "player/death2.wav"; if (rs == 3) @self.noise = "player/death3.wav"; if (rs == 4) @self.noise = "player/death4.wav"; if (rs == 5) @self.noise = "player/death5.wav"; sound (@self, CHAN_VOICE, @self.noise, 1, ATTN_NONE); return; }; void() PlayerDead = { @self.nextthink = -1; // allow respawn after a certain time @self.deadflag = DEAD_DEAD; }; vector(float dm) VelocityForDamage = { local vector v; if (vlen (damage_inflictor.velocity) > 0) { v = 0.5 * damage_inflictor.velocity; v += 25 * normalize (@self.origin - damage_inflictor.origin); v_x += 200 * crandom (); v_y += 200 * crandom (); v_z = 100 + 240 * random(); // dprint ("Velocity gib\n"); } else { v_x = 100 * crandom(); v_y = 100 * crandom(); v_z = 200 + 100 * random(); } // v_x = 100 * crandom(); // v_y = 100 * crandom(); // v_z = 200 + 100 * random(); if (dm > -50) { // dprint ("level 1\n"); v *= 0.7; } else if (dm > -200) { // dprint ("level 3\n"); v *= 2; } else { v *= 10; } return v; }; void (string gibname, float dm) ThrowGib = { local entity new; new = spawn (); new.origin = @self.origin; setmodel (new, gibname); setsize (new, '0 0 0', '0 0 0'); // wind tunnels new.solid = SOLID_TRIGGER; if (@self.waterlevel > 0) { // make gibs float in water new.classname = "gib"; new.movetype = MOVETYPE_FLY; new.velocity = '100 3 15'; new.think = bubble_bob; new.nextthink = time + 0.5; new.cnt = 0; } else { new.velocity = VelocityForDamage (dm); new.movetype = MOVETYPE_BOUNCE; 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.flags = 0; } new.frame = 0; }; void (string gibname, float dm) ThrowHead = { setmodel (@self, gibname); @self.frame = 0; @self.takedamage = DAMAGE_NO; // wind tunnels @self.solid = SOLID_TRIGGER; if (@self.waterlevel > 0) { // float 'em @self.movetype = MOVETYPE_FLY; @self.velocity = '100 3 15'; @self.think = bubble_bob; @self.nextthink = time + 0.5; @self.cnt = 0; } else { @self.movetype = MOVETYPE_BOUNCE; @self.velocity = VelocityForDamage (dm); @self.avelocity = crandom () * '0 600 0'; @self.nextthink = -1; } @self.view_ofs = '0 0 8'; setsize (@self, '-16 -16 0', '16 16 56'); @self.origin_z -= 24; @self.flags &= ~FL_ONGROUND; }; void() GibPlayer = { // make a nice gib in Gib mode if (deathmatch & DM_GIB) @self.health -= 40; 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 &= ~IT_INVISIBILITY; if (stof (infokey (world, "dq"))) { // drop quad? if (@self.super_damage_finished > 0) { DropQuad (@self.super_damage_finished - time); s = @self.netname + " lost a Quad with " + ftos (rint (@self.super_damage_finished - time)) + " seconds remaining!\n"; BPRINT (PRINT_MEDIUM, s); } } if (stof (infokey (world, "dc"))) { if (@self.invisible_finished > 0) { DropRing (@self.invisible_finished - time); s = @self.netname + " lost a Cloaking Device with " + ftos (rint (@self.invisible_finished - time)) + " seconds remaining!\n"; BPRINT (PRINT_LOW, s); } } @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 // + POX - moved below gib check (no packs when gibbed!) //DropBackpack(); // + POX v1.11 - clear the target print so it doesn't obscure the scoreboard if (@self.target_id_toggle) centerprint (@self, ""); @self.weaponmodel = ""; @self.view_ofs = '0 0 -8'; @self.deadflag = DEAD_DYING; @self.solid = SOLID_NOT; @self.flags &= ~FL_ONGROUND; @self.movetype = MOVETYPE_TOSS; if (@self.velocity_z < 10) @self.velocity_z = @self.velocity_z + random () * 300; // + POX check for gib mode as well as regular gib if (@self.health < -40 || (deathmatch & DM_GIB)) { GibPlayer (); return; } DropBackpack (); DeathSound (); @self.angles_x = 0; @self.angles_z = 0; if (@self.weapon == IT_AXE) { player_die_ax1 (); return; } i = 1 + floor (random () * 5); switch (i) { case 1: player_diea1 (); break; case 2: player_dieb1 (); break; case 3: player_diec1 (); break; case 4: player_died1 (); break; default: player_diee1 (); } }; void() set_suicide_frame = { // used by kill 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();};