game-source/ParoxysmII/source/player.r
2003-10-22 23:29:34 +00:00

905 lines
24 KiB
R

#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();};