void() bubble_bob; /* ============================================================================== PLAYER ============================================================================== */ //POX - Frame macros deleted (frames are now called by absolute values to simplify visible weapon animations) //POX - added entity discrimination for bot support void(float weap, entity me) getmodel = { if(me.health <= 0) return; if (weap == IT_TSHOT) me.modelindex = modelindex_tshot_p; else if (weap == IT_COMBOGUN) me.modelindex = modelindex_combo_p; else if (weap == IT_PLASMAGUN) me.modelindex = modelindex_plasma_p; else if (weap == IT_SUPER_NAILGUN) me.modelindex = modelindex_nail_p; else if (weap == IT_GRENADE_LAUNCHER) me.modelindex = modelindex_gren_p; else if (weap == IT_ROCKET_LAUNCHER) me.modelindex = modelindex_rock_p; else me.modelindex = modelindex_saw_p; }; /* ============================================================================== PLAYER ============================================================================== */ void() player_run; void() player_stand1 =[ 6, player_stand1 ] { //self.weaponframe=0; if (self.velocity_x || self.velocity_y) { self.walkframe=0; player_run(); return; } if (self.weapon == IT_BONESAW) { self.weaponframe = self.weaponframe + 1; if(self.weaponframe >= 3) { self.weaponframe = 0; if (self.view_ofs != '0 0 0') sound (self, CHAN_AUTO, "weapons/sawidle.wav", 1, ATTN_NORM); } } else self.weaponframe=0; if (self.walkframe >= 4) self.walkframe = 0; self.frame = 6 + self.walkframe; self.walkframe = self.walkframe + 1; }; void() player_run =[0, player_run ] { //self.weaponframe=0; if (!self.velocity_x && !self.velocity_y) { self.walkframe=0; player_stand1(); return; } if (self.weapon == IT_BONESAW) { self.weaponframe = self.weaponframe + 1; if(self.weaponframe >= 3) { self.weaponframe = 0; if (self.view_ofs != '0 0 0') sound (self, CHAN_AUTO, "weapons/sawidle.wav", 1, ATTN_NORM); } } else self.weaponframe=0; if (self.walkframe == 6) self.walkframe = 0; self.frame = self.walkframe; //POX v1.1 - changed to include water sounds for swimming and walking in shallow water // strat footstep routine (modified from Hipnotic's QW source code) self.spawnsilent = self.spawnsilent + vlen(self.origin - self.old_velocity); self.old_velocity = self.origin; if (self.waterlevel < 3 && self.classname == "player") // no footsteps underwater, for observers { 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) { if (r < 0.25) sound (self, CHAN_AUTO, "misc/foot1.wav", 0.75, ATTN_NORM); else if (r < 0.5) sound (self, CHAN_AUTO, "misc/foot2.wav", 0.75, ATTN_NORM); else if (r < 0.75) sound (self, CHAN_AUTO, "misc/foot3.wav", 0.75, ATTN_NORM); else sound (self, CHAN_AUTO, "misc/foot4.wav", 0.75, ATTN_NORM); } } } self.walkframe = self.walkframe + 1; }; /* //used for PulseGun fire void() player_pulse1 = [$shotatt1, player_pulse2 ] {self.weaponframe=1; self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_pulse2 = [$shotatt2, player_pulse3 ] {self.weaponframe=2;}; void() player_pulse3 = [$shotatt3, player_pulse4 ] {self.weaponframe=3;}; void() player_pulse4 = [$shotatt4, player_pulse5 ] {self.weaponframe=4;}; void() player_pulse5 = [$shotatt5, player_run ] {self.weaponframe=5;}; //used for PulseGun 'flex' //not called if deathmatch since player will slide void() player_pflex1 = [$shotatt1, player_pflex2 ] {self.weaponframe=6;}; void() player_pflex2 = [$shotatt2, player_pflex3 ] {self.weaponframe=7;}; void() player_pflex3 = [$shotatt3, player_pflex4 ] {self.weaponframe=8;}; void() player_pflex4 = [$shotatt4, player_pflex5 ] {self.weaponframe=9;}; void() player_pflex5 = [$shotatt5, player_pflex6 ] {self.weaponframe=10;}; void() player_pflex6 = [$shotatt5, player_run ] {self.weaponframe=11;}; */ //used for t-sht and combo gun void() player_shot1 = [15, player_shot2 ] {self.weaponframe=1; self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_shot2 = [16, player_shot3 ] {self.weaponframe=2;}; void() player_shot3 = [17, player_shot4 ] {self.weaponframe=3;}; void() player_shot4 = [18, player_shot5 ] {self.weaponframe=4;}; void() player_shot5 = [18, player_shot6 ] {self.weaponframe=5;}; void() player_shot6 = [19, player_run ] {self.weaponframe=6;}; // New Frame Macro For T-Shot 3 barrel fire void() player_tshot1 = [15, player_tshot2 ] {self.weaponframe=1; self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_tshot2 = [16, player_tshot3 ] {self.weaponframe=16;};//triple flare frame void() player_tshot3 = [17, player_tshot4 ] {self.weaponframe=3;}; void() player_tshot4 = [18, player_tshot5 ] {self.weaponframe=4;}; void() player_tshot5 = [18, player_tshot6 ] {self.weaponframe=5;}; void() player_tshot6 = [19, player_run ] {self.weaponframe=6;}; // End 3 barrel fire Macro // New Frame Macro For T-Shot pump // DM player may slide a little too much during this animation (?) void() player_reshot1 = [15, player_reshot2 ] {self.weaponframe=7;}; void() player_reshot2 = [17, player_reshot3 ] {self.weaponframe=8;}; void() player_reshot3 = [18, player_reshot4 ] {self.weaponframe=9;}; void() player_reshot4 = [19, player_reshot5 ] {self.weaponframe=10;}; void() player_reshot5 = [19, player_reshot6 ] {self.weaponframe=11;}; void() player_reshot6 = [18, player_reshot7 ] {self.weaponframe=12;}; void() player_reshot7 = [17, player_reshot8 ] {self.weaponframe=13;}; void() player_reshot8 = [17, player_reshot9 ] {self.weaponframe=14;}; void() player_reshot9 = [15, player_run ] {self.weaponframe=15;}; // End T-shot prime Macro // New Frame Macro For SuperShotgun Second Trigger (Impact Grenades) void() player_gshot1 = [15, player_gshot2 ] {self.weaponframe=2; self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_gshot2 = [16, player_gshot3 ] {self.weaponframe=3;}; void() player_gshot3 = [17, player_gshot4 ] {self.weaponframe=4;}; void() player_gshot4 = [18, player_gshot5 ] {self.weaponframe=5;}; void() player_gshot5 = [19, player_run ] {self.weaponframe=6;}; // End SuperShotgun Second Trigger Macro // New Frame Macro For Nailgun Second Trigger (Shrapnel Bomb) void() player_shrap1 = [15, player_shrap2 ] { self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_shrap2 = [16, player_run ] {}; // End Nailgun Second Trigger Macro //POX - this plays the saw off animation void() player_sawoff1 = [15, player_sawoff2] {self.weaponframe=5;sound (self, CHAN_WEAPON, "weapons/sawoff.wav", 1, ATTN_NORM);}; void() player_sawoff2 = [16, player_sawoff3] {self.weaponframe=4;}; void() player_sawoff3 = [15, player_run] {self.weaponframe=3;}; //POX - this sets up the start animation void() player_bonesaw1 = [15, player_bonesaw2] { self.weaponframe = 4; sound (self, CHAN_WEAPON, "weapons/sawon.wav", 1, ATTN_NORM); self.saw_on = TRUE; if (!self.button0) {player_sawoff1();self.saw_on = FALSE;return;} }; void() player_bonesaw3; //predeclare //POX - this cycles the startup animation void() player_bonesaw2 = [16, player_bonesaw3] { if (!self.button0) {player_sawoff1();self.saw_on = FALSE;return;} self.weaponframe = 5; W_FireSaw(); SuperDamageSound(); }; //POX - these two play the firing animation void() player_bonesaw3 = [15, player_bonesaw4] { if (!self.button0) {player_sawoff1();self.saw_on = FALSE;return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 12) self.weaponframe = 6; }; void() player_bonesaw4 = [16, player_bonesaw3] { sound (self, CHAN_WEAPON, "weapons/sawatck.wav", 1, ATTN_NORM); if (!self.button0) {player_sawoff1();self.saw_on = FALSE;return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 12) self.weaponframe = 6; W_FireSaw(); SuperDamageSound(); }; //============================================================================ /* Bye-bye Quake Axe 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;}; */ //============================================================================ //POX - 102b - A really stupid overlook caused the nailgun and plasmagun to ignore attack_finshed (st_nailgun and st_plasma) //This has now been fixed, and will hopefully prevent packet errors void() player_nail1 =[15, 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; } else { self.effects = self.effects | EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; SuperDamageSound(); W_FireNails (3); if (self.flags & FL_ONGROUND) self.velocity = self.velocity + v_forward*-20; self.st_nailgun = time + 0.1; } }; void() player_nail2 =[16, 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; } else { self.effects = self.effects | EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; SuperDamageSound(); W_FireNails (-3); if (self.flags & FL_ONGROUND) self.velocity = self.velocity + v_forward*-20; self.st_nailgun = time + 0.1; } }; //============================================================================ //============================================================================ void() player_plasma1 =[15, 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; } else { self.effects = self.effects | EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} self.weaponframe = 1; self.LorR = 1; SuperDamageSound(); W_FirePlasma (6); if (self.flags & FL_ONGROUND) self.velocity = self.velocity + v_forward*-20; self.st_plasma = time + 0.1; } }; void() player_plasma2 =[16, 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; } else { self.effects = self.effects | EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} self.weaponframe = 2; self.LorR = 0; SuperDamageSound(); W_FirePlasma (-7); if (self.flags & FL_ONGROUND) self.velocity = self.velocity + v_forward*-20; self.st_plasma = time + 0.1; } }; //Had to seperate Grenade Macro from Anihilator //to make room for new rhino animations void() player_grenade1 =[15, player_grenade2 ] {self.weaponframe=1; self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_grenade2 =[16, player_grenade3 ] {self.weaponframe=2;}; void() player_grenade3 =[17, player_grenade4 ] {self.weaponframe=3;}; void() player_grenade4 =[18, player_grenade5 ] {self.weaponframe=4;}; void() player_grenade5 =[18, player_grenade6 ] {self.weaponframe=5;}; void() player_grenade6 =[19, player_run ] {self.weaponframe=6;}; //MegaPlasma Burst void() player_mplasma1 =[15, player_mplasma2 ] {self.weaponframe=0;}; void() player_mplasma2 =[16, player_run ] {}; // rhino fire sequence void() player_rocket1 =[14, 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; self.punchangle_x = -3; self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_rocket2 =[15, player_rocket3 ] {self.weaponframe=2; W_FireRocket('0 0 24');}; void() player_rocket3 =[16, player_run ] {self.weaponframe=3;}; //rhino Reload sequence void() player_rocketload1 =[6, player_rocketload2 ] {self.weaponframe=4;}; void() player_rocketload2 =[17, player_rocketload3 ] {self.weaponframe=5;}; void() player_rocketload3 =[18, player_rocketload4 ] {self.weaponframe=6;}; void() player_rocketload4 =[18, player_rocketload5 ] {self.weaponframe=7;}; void() player_rocketload5 =[19, player_rocketload6 ] {self.weaponframe=8;}; void() player_rocketload6 =[17, player_run ] {self.weaponframe=9;}; void(float num_bubbles) DeathBubbles; void() PainSound = { local float rs; 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 (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; } // slime pain sounds if (self.watertype == CONTENT_SLIME) { // FIX ME 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; } if (self.watertype == CONTENT_LAVA) { 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; } /* 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 // ax pain sound if (self.axhitme == 1) { 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 = [10, player_pain2 ] {PainSound();self.weaponframe=0;}; void() player_pain2 = [11, player_pain3 ] {}; void() player_pain3 = [12, player_pain4 ] {}; void() player_pain4 = [13, player_pain5 ] {}; void() player_pain5 = [14, player_run ] {}; void() player_painb1 = [10, player_painb2 ] {PainSound();self.weaponframe=0;}; void() player_painb2 = [11, player_painb3 ] {}; void() player_painb3 = [12, player_painb4 ] {}; void() player_painb4 = [14, 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_BONESAW) player_axpain1 (); else */ if (self.weapon == IT_ROCKET_LAUNCHER) player_painb1 (); 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'); 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) remove(self); }; void(float num_bubbles) DeathBubbles = { 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; }; void() DeathSound = { local float rs; // water death sounds if (self.waterlevel == 3) { DeathBubbles(20); 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; v_x = 100 * crandom(); v_y = 100 * crandom(); v_z = 200 + 100 * random(); if (dm > -50) { // dprint ("level 1\n"); v = v * 0.7; } else if (dm > -200) { // dprint ("level 3\n"); v = v * 2; } else v = v * 10; return v; }; //------------------------------------------------------------------- //Added this to facilitate the intergration of the Wall Gib code taken //from Zerstoer without redoing ALL other calls to VelocityForDamage //------------------------------------------------------------------- vector(float dm, vector dir) VelocityForRubble = { local vector v, gib_dir; gib_dir = normalize(dir); v_x = 90 * gib_dir_x + (random() * 70 - 35); v_y = 90 * gib_dir_y + (random() * 70 - 35); v_z = 200 + 100 * random(); if (dm > -50) { // dprint ("level 1\n"); v = v * 0.9; } else if (dm > -200) { // dprint ("level 3\n"); v = v * 2; } else v = 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'); new.velocity = VelocityForDamage (dm); 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(float weap) ThrowWeapon = { local entity new; new = spawn(); new.origin = self.origin; if (weap == IT_TSHOT) setmodel (new, "progs/d_tshot.mdl"); else if (weap == IT_COMBOGUN) setmodel (new, "progs/d_combo.mdl"); else if (weap == IT_PLASMAGUN) setmodel (new, "progs/d_plasma.mdl"); else if (weap == IT_SUPER_NAILGUN) setmodel (new, "progs/d_nail.mdl"); else if (weap == IT_GRENADE_LAUNCHER) setmodel (new, "progs/d_gren.mdl"); else if (weap == IT_ROCKET_LAUNCHER) setmodel (new, "progs/d_rhino.mdl"); else setmodel (new, "progs/d_bsaw.mdl"); //TEMPORARY PATCH!!! //else //{ // remove(new); // return; //} setsize (new, '0 0 0', '0 0 0'); new.velocity_x = 150 * crandom(); new.velocity_y = 150 * crandom(); new.velocity_z = 100 + 200 * random(); new.movetype = MOVETYPE_BOUNCE; new.solid = SOLID_NOT; new.avelocity_y = random()*600; new.angles_y = 50 * crandom(); new.angles_y = anglemod(self.angles_y + new.angles_y); new.frame = 0; new.flags = 0; CopyToBodyQue(new); remove(new); }; void() GibPlayer = { //POX - make a nice gib in Gib mode if (deathmatch & DM_GIB) self.health = 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; //self.items = self.items - (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 self.modelindex = modelindex_death; self.frame = 44; //self.skin = 0; //POX v1.11 - clear the target print so it doesn't obscure the scoreboard if (self.target_id_toggle) centerprint (self, ""); ThrowWeapon(self.weapon); 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; //POX check for gib mode as well as regular gib if (self.health < -40 || (deathmatch & DM_GIB)) { GibPlayer (); return; } if (deathmatch || coop) DropBackpack(); DeathSound(); self.angles_x = 0; self.angles_z = 0; /* if (self.weapon == IT_AXE) { player_die_ax1 (); return; } */ 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/h_player.mdl") return; // allready gibbed //POX - 1.01b - to simplify things, and to correct some errors brought on by the Visible Weapon patch, //just gib suicides and dissconnects GibPlayer(); /* self.modelindex = modelindex_death; self.frame = 43; self.solid = SOLID_NOT; self.movetype = MOVETYPE_TOSS; self.deadflag = DEAD_DEAD; self.nextthink = -1; */ }; // VisWeap MOD: replaced all frame refs with numbers in all death scenes. void() player_diea1 = [ 33, player_diea2 ] {}; void() player_diea2 = [ 34, player_diea3 ] {}; void() player_diea3 = [ 35, player_diea4 ] {}; void() player_diea4 = [ 36, player_diea5 ] {}; void() player_diea5 = [ 37, player_diea6 ] {}; void() player_diea6 = [ 38, player_diea7 ] {}; void() player_diea7 = [ 39, player_diea8 ] {}; void() player_diea8 = [ 40, player_diea9 ] {}; void() player_diea9 = [ 41, player_diea10 ] {}; void() player_diea10 = [ 42, player_diea11 ] {}; void() player_diea11 = [ 43, player_diea11 ] {PlayerDead();}; void() player_dieb1 = [ 44, player_dieb2 ] {}; void() player_dieb2 = [ 45, player_dieb3 ] {}; void() player_dieb3 = [ 46, player_dieb4 ] {}; void() player_dieb4 = [ 47, player_dieb5 ] {}; void() player_dieb5 = [ 48, player_dieb6 ] {}; void() player_dieb6 = [ 49, player_dieb7 ] {}; void() player_dieb7 = [ 50, player_dieb8 ] {}; void() player_dieb8 = [ 51, player_dieb9 ] {}; void() player_dieb9 = [ 52, player_dieb9 ] {PlayerDead();}; void() player_diec1 = [ 53, player_diec2 ] {}; void() player_diec2 = [ 54, player_diec3 ] {}; void() player_diec3 = [ 55, player_diec4 ] {}; void() player_diec4 = [ 56, player_diec5 ] {}; void() player_diec5 = [ 57, player_diec6 ] {}; void() player_diec6 = [ 58, player_diec7 ] {}; void() player_diec7 = [ 59, player_diec8 ] {}; void() player_diec8 = [ 60, player_diec9 ] {}; void() player_diec9 = [ 61, player_diec10 ] {}; void() player_diec10 = [ 62, player_diec11 ] {}; void() player_diec11 = [ 63, player_diec12 ] {}; void() player_diec12 = [ 64, player_diec13 ] {}; void() player_diec13 = [ 65, player_diec14 ] {}; void() player_diec14 = [ 66, player_diec15 ] {}; void() player_diec15 = [ 67, player_diec15 ] {PlayerDead();}; void() player_died1 = [ 68, player_died2 ] {}; void() player_died2 = [ 69, player_died3 ] {}; void() player_died3 = [ 70, player_died4 ] {}; void() player_died4 = [ 71, player_died5 ] {}; void() player_died5 = [ 72, player_died6 ] {}; void() player_died6 = [ 73, player_died7 ] {}; void() player_died7 = [ 74, player_died8 ] {}; void() player_died8 = [ 75, player_died9 ] {}; void() player_died9 = [ 76, player_died9 ] {PlayerDead();}; void() player_diee1 = [ 77, player_diee2 ] {}; void() player_diee2 = [ 78, player_diee3 ] {}; void() player_diee3 = [ 79, player_diee4 ] {}; void() player_diee4 = [ 80, player_diee5 ] {}; void() player_diee5 = [ 81, player_diee6 ] {}; void() player_diee6 = [ 82, player_diee7 ] {}; void() player_diee7 = [ 83, player_diee8 ] {}; void() player_diee8 = [ 84, player_diee9 ] {}; void() player_diee9 = [ 85, 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();}; */