526 lines
13 KiB
C++
526 lines
13 KiB
C++
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void() bubble_bob;
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/*
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==============================================================================
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PLAYER
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==============================================================================
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*/
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$cd id1/models/player_4
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$origin 0 -6 24
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$base base
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$skin skin
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//Won't be using this anymore
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//
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// running
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//
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$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
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$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
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//
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// standing
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//
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$frame stand1 stand2 stand3 stand4 stand5
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$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
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$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
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//
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// pain
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//
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$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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//
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// death
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//
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$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
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$frame axdeth7 axdeth8 axdeth9
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$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
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$frame deatha9 deatha10 deatha11
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$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
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$frame deathb9
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$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
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$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
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$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
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$frame deathd8 deathd9
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$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
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$frame deathe8 deathe9
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//
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// attacks
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//
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$frame nailatt1 nailatt2
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$frame light1 light2
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$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
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$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
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$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
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$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
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$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
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$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
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/*
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==============================================================================
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PLAYER
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==============================================================================
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*/
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void() player_run;
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void() player_stand1 =[ 0, player_stand1 ]
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{
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if (self.classname == "observer") //koolio, don't allow observers
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return;
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if (self.weapon == IT_DAGGER || self.weapon == IT_SMITE) //Fixme: This should probably be done in a neater way
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self.weaponframe=5;
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else if (self.weapon == IT_CROSSBOW)
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self.weaponframe = 4;
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else if (self.weapon == IT_SWORD) //Sword
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self.weaponframe = 7;
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else
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self.weaponframe=0;
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if (self.velocity_x || self.velocity_y)
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{
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self.walkframe=74;
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player_run();
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return;
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}
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if (self.walkframe >= 73)
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self.walkframe = 0;
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self.frame = 0 + self.walkframe;
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self.walkframe = self.walkframe + 1;
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};
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void() FootSteps =
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{
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if (self.walkframe == 75 || self.walkframe == 78)
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{
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if (self.velocity)
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{
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{
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if (self.flags & FL_ONGROUND)
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{
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if (self.waterlevel == 0)
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{
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local float rand0m;
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rand0m = random()*4;
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if (rand0m <= 3)
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{
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sound (self, CHAN_AUTO, "player/foot1.wav", 0.5, ATTN_NORM);
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//centerprint(self, "walkin' on rand0m 3");
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}
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else if (rand0m <= 2)
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{
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sound (self, CHAN_AUTO, "player/foot2.wav", 0.5, ATTN_NORM);
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//centerprint(self, "walkin' on rand0m 2");
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}
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else if (rand0m <= 1)
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sound (self, CHAN_AUTO, "player/foot3.wav", 0.5, ATTN_NORM);
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else
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sound (self, CHAN_AUTO, "player/foot4.wav", 0.5, ATTN_NORM);
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}
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}
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}
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}
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}
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};
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void() player_run =[ 74, player_run ]
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{
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if (self.classname == "observer") //koolio, don't allow observers
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return;
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FootSteps();
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if (self.weapon == IT_DAGGER || self.weapon == IT_SMITE) //Fixme: This should probably be done in a neater way
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self.weaponframe=5;
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else if (self.weapon == IT_CROSSBOW)
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self.weaponframe = 4;
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else if (self.weapon == IT_SWORD) //Sword
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self.weaponframe = 7;
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else
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self.weaponframe=0;
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if (!self.velocity_x && !self.velocity_y)
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{
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self.walkframe=0;
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player_stand1();
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return;
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}
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if (self.walkframe >= 5)
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self.walkframe = 0;
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self.frame = self.frame + self.walkframe;
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self.walkframe = self.walkframe + 1;
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};
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//============================================================================
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void(float num_bubbles) DeathBubbles;
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void() PainSound =
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{
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local float rs;
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if (self.health < 0)
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return;
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if (damage_attacker.classname == "teledeath")
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{
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sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
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return;
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}
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// water pain sounds
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if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
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{
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DeathBubbles(1);
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if (random() > 0.5)
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sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
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return;
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}
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// slime pain sounds
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if (self.watertype == CONTENT_SLIME)
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{
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// FIX ME put in some steam here
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if (random() > 0.5)
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sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
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return;
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}
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if (self.watertype == CONTENT_LAVA)
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{
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if (random() > 0.5)
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sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
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return;
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}
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if (self.pain_finished > time)
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{
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self.axhitme = 0;
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return;
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}
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self.pain_finished = time + 0.5;
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// don't make multiple pain sounds right after each other
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// ax pain sound
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if (self.axhitme == 1)
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{
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self.axhitme = 0;
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sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
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return;
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}
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rs = rint((random() * 5) + 1);
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self.noise = "";
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if (rs == 1)
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self.noise = "player/pain1.wav";
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else if (rs == 2)
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self.noise = "player/pain2.wav";
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else if (rs == 3)
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self.noise = "player/pain3.wav";
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else if (rs == 4)
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self.noise = "player/pain4.wav";
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else if (rs == 5)
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self.noise = "player/pain5.wav";
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else
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self.noise = "player/pain6.wav";
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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return;
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};
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void() player_pain1 = [ 92, player_pain2 ] {PainSound();/*self.weaponframe=0;*/};
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void() player_pain2 = [ 93, player_pain3 ] {};
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void() player_pain3 = [ 94, player_pain4 ] {};
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void() player_pain4 = [ 95, player_run ] {};
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void() player_painb1 = [ 96, player_painb2 ] {PainSound();/*self.weaponframe=0;*/};
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void() player_painb2 = [ 97, player_painb3 ] {};
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void() player_painb3 = [ 98, player_painb4 ] {};
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void() player_painb4 = [ 99, player_run ] {};
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void() player_painc1 = [ 100, player_painc2 ] {PainSound();/*self.weaponframe=0;*/};
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void() player_painc2 = [ 101, player_painc3 ] {};
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void() player_painc3 = [ 102, player_painc4 ] {};
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void() player_painc4 = [ 103, player_run ] {};
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void() player_pain =
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{
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local float which;
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if (self.weaponframe)
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return;
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if (self.invisible_finished > time)
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return; // eyes don't have pain frames
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// if (self.weapon == IT_DAGGER)
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// player_axpain1 ();
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// else
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which = rint((random() * 2) + 1);
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if (which <= 1)
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player_pain1 ();
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else if (which <= 2)
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player_painb1 ();
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else
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player_painc1 ();
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};
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void() player_diea1;
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void() player_dieb1;
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void() DeathBubblesSpawn =
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{
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local entity bubble;
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if (self.owner.waterlevel != 3)
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return;
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bubble = spawn();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.owner.origin + '0 0 24');
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.cnt = 0;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.nextthink = time + 0.1;
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self.think = DeathBubblesSpawn;
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self.air_finished = self.air_finished + 1;
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if (self.air_finished >= self.bubble_count)
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remove(self);
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};
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void(float num_bubbles) DeathBubbles =
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{
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local entity bubble_spawner;
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bubble_spawner = spawn();
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setorigin (bubble_spawner, self.origin);
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bubble_spawner.movetype = MOVETYPE_NONE;
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bubble_spawner.solid = SOLID_NOT;
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bubble_spawner.nextthink = time + 0.1;
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bubble_spawner.think = DeathBubblesSpawn;
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bubble_spawner.air_finished = 0;
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bubble_spawner.owner = self;
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bubble_spawner.bubble_count = num_bubbles;
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return;
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};
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void() DeathSound =
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{
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local float rs;
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// water death sounds
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if (self.waterlevel == 3)
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{
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DeathBubbles(20);
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sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
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return;
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}
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rs = rint ((random() * 4) + 1);
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if (rs == 1)
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self.noise = "player/death1.wav";
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if (rs == 2)
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self.noise = "player/death2.wav";
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if (rs == 3)
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self.noise = "player/death3.wav";
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if (rs == 4)
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self.noise = "player/death4.wav";
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if (rs == 5)
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self.noise = "player/death5.wav";
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
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return;
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};
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void() PlayerDead =
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{
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self.nextthink = -1;
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// allow respawn after a certain time
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self.deadflag = DEAD_DEAD;
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};
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void() PlayerDie =
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{
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local float i;
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.invisible_finished = 0; // don't die as eyes
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self.invincible_finished = 0;
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self.super_damage_finished = 0;
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self.radsuit_finished = 0;
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self.modelindex = modelindex_player; // don't use eyes
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/*
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Koolio, don't drop anything on death
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if (deathmatch || coop)
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DropBackpack();
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*/
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self.weaponmodel="";
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self.view_ofs = '0 0 -8';
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self.deadflag = DEAD_DYING;
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self.solid = SOLID_NOT;
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self.flags = self.flags - (self.flags & FL_ONGROUND);
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self.movetype = MOVETYPE_TOSS;
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if (self.velocity_z < 10)
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self.velocity_z = self.velocity_z + random()*300;
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/*
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Koolio, no gore
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if (self.health < -40)
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{
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GibPlayer ();
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return;
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}
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*/
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DeathSound();
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self.angles_x = 0;
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self.angles_z = 0;
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/* Koolio, no melee-specific death
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if (self.weapon == IT_DAGGER)
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{
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player_die_ax1 ();
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return;
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}
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*/
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i = cvar("temp1");
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if (!i)
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i = 1 + floor(random()*3);
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if (i == 1)
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player_diea1();
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else
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player_dieb1();
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GlowOff(); //Koolio, turn off glows
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//Xsniper, remove glowing field effect if we were praying
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if (self.effects & EF_BRIGHTFIELD)
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{
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self.effects = self.effects - EF_BRIGHTFIELD;
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self.praying = 0;
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}
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//Xsniper, if we are on map "ewend" then disable deathmatch mode
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if (world.model == "ewend2.bsp")
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set_deathmatch(0);
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};
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void() set_suicide_frame =
|
||
|
{ // used by klill command and diconnect command <-- haha iD can't spellz0rz
|
||
|
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 = [ 104, player_diea2 ] {};
|
||
|
void() player_diea2 = [ 105, player_diea3 ] {};
|
||
|
void() player_diea3 = [ 106, player_diea4 ] {};
|
||
|
void() player_diea4 = [ 107, player_diea5 ] {};
|
||
|
void() player_diea5 = [ 108, player_diea6 ] {};
|
||
|
void() player_diea6 = [ 109, player_diea7 ] {};
|
||
|
void() player_diea7 = [ 110, player_diea7 ] {PlayerDead();};
|
||
|
|
||
|
|
||
|
void() player_dieb1 = [ 111, player_dieb2 ] {};
|
||
|
void() player_dieb2 = [ 112, player_dieb3 ] {};
|
||
|
void() player_dieb3 = [ 113, player_dieb4 ] {};
|
||
|
void() player_dieb4 = [ 114, player_dieb5 ] {};
|
||
|
void() player_dieb5 = [ 115, player_dieb6 ] {};
|
||
|
void() player_dieb6 = [ 116, player_dieb7 ] {};
|
||
|
void() player_dieb7 = [ 117, player_dieb8 ] {};
|
||
|
void() player_dieb8 = [ 118, player_dieb9 ] {};
|
||
|
void() player_dieb9 = [ 119, player_dieb10 ] {};
|
||
|
void() player_dieb10 = [ 120, player_dieb11 ] {};
|
||
|
void() player_dieb11 = [ 121, player_dieb12 ] {};
|
||
|
void() player_dieb12 = [ 122, player_dieb13 ] {};
|
||
|
void() player_dieb13 = [ 123, player_dieb14 ] {};
|
||
|
void() player_dieb14 = [ 124, player_dieb15 ] {};
|
||
|
void() player_dieb15 = [ 125, player_dieb16 ] {};
|
||
|
void() player_dieb16 = [ 126, player_dieb17 ] {};
|
||
|
void() player_dieb17 = [ 127, player_dieb18 ] {};
|
||
|
void() player_dieb18 = [ 128, player_dieb19 ] {};
|
||
|
void() player_dieb19 = [ 129, player_dieb20 ] {};
|
||
|
void() player_dieb20 = [ 130, player_dieb21 ] {};
|
||
|
void() player_dieb21 = [ 131, player_dieb22 ] {};
|
||
|
void() player_dieb22 = [ 132, player_dieb23 ] {};
|
||
|
void() player_dieb23 = [ 133, player_dieb24 ] {};
|
||
|
void() player_dieb24 = [ 134, player_dieb25 ] {};
|
||
|
void() player_dieb25 = [ 135, player_dieb26 ] {};
|
||
|
void() player_dieb26 = [ 136, player_dieb27 ] {};
|
||
|
void() player_dieb27 = [ 137, player_dieb28 ] {};
|
||
|
void() player_dieb28 = [ 138, player_dieb29 ] {};
|
||
|
void() player_dieb29 = [ 139, player_dieb30 ] {};
|
||
|
void() player_dieb30 = [ 140, player_dieb31 ] {};
|
||
|
void() player_dieb31 = [ 141, player_dieb32 ] {};
|
||
|
void() player_dieb32 = [ 141, player_dieb33 ] {};
|
||
|
void() player_dieb33 = [ 143, player_dieb33 ] {PlayerDead();};
|
||
|
|
||
|
//============================================================================
|
||
|
// Player Jumping and Landing
|
||
|
//============================================================================
|
||
|
|
||
|
void() player_jump1 = [ 144, player_jump2 ] {};
|
||
|
void() player_jump2 = [ 145, player_jump3 ] {};
|
||
|
void() player_jump3 = [ 146, player_jump3 ] {if ((self.jump_flag < -100) && (self.flags & FL_ONGROUND) && (self.health > 0))player_run();};
|
||
|
|
||
|
void() player_land1 = [ 147, player_land2 ] {};
|
||
|
void() player_land2 = [ 148, player_land3 ] {};
|
||
|
void() player_land3 = [ 149, player_run ] {};
|