player.qc 21 KB

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  1. /*
  2. player.qc
  3. player functions/definitions
  4. Copyright (C) 1996-1997 Id Software, Inc.
  5. This program is free software; you can redistribute it and/or
  6. modify it under the terms of the GNU General Public License
  7. as published by the Free Software Foundation; either version 2
  8. of the License, or (at your option) any later version.
  9. This program is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  12. See the GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with this program; if not, write to:
  15. Free Software Foundation, Inc.
  16. 59 Temple Place - Suite 330
  17. Boston, MA 02111-1307, USA
  18. */
  19. void() bubble_bob;
  20. /*
  21. ==============================================================================
  22. PLAYER
  23. ==============================================================================
  24. */
  25. $cd /raid/quake/id1/models/player_4
  26. $origin 0 -6 24
  27. $base base
  28. $skin skin
  29. //
  30. // running
  31. //
  32. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  33. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  34. //
  35. // standing
  36. //
  37. $frame stand1 stand2 stand3 stand4 stand5
  38. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  39. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  40. //
  41. // pain
  42. //
  43. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  44. $frame pain1 pain2 pain3 pain4 pain5 pain6
  45. //
  46. // death
  47. //
  48. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  49. $frame axdeth7 axdeth8 axdeth9
  50. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  51. $frame deatha9 deatha10 deatha11
  52. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  53. $frame deathb9
  54. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  55. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  56. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  57. $frame deathd8 deathd9
  58. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  59. $frame deathe8 deathe9
  60. //
  61. // attacks
  62. //
  63. $frame nailatt1 nailatt2
  64. $frame light1 light2
  65. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  66. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  67. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  68. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  69. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  70. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  71. /*
  72. ==============================================================================
  73. PLAYER
  74. ==============================================================================
  75. */
  76. void() player_run;
  77. void() player_stand1 =[ $axstnd1, player_stand1 ]
  78. {
  79. self.weaponframe=0;
  80. if (self.velocity_x || self.velocity_y)
  81. {
  82. self.walkframe=0;
  83. player_run();
  84. return;
  85. }
  86. if (self.weapon == IT_AXE)
  87. {
  88. if (self.walkframe >= 12)
  89. self.walkframe = 0;
  90. self.frame = $axstnd1 + self.walkframe;
  91. }
  92. else
  93. {
  94. if (self.walkframe >= 5)
  95. self.walkframe = 0;
  96. self.frame = $stand1 + self.walkframe;
  97. }
  98. self.walkframe = self.walkframe + 1;
  99. };
  100. void() player_run =[ $rockrun1, player_run ]
  101. {
  102. self.weaponframe=0;
  103. if (!self.velocity_x && !self.velocity_y)
  104. {
  105. self.walkframe=0;
  106. player_stand1();
  107. return;
  108. }
  109. if (self.weapon == IT_AXE)
  110. {
  111. if (self.walkframe == 6)
  112. self.walkframe = 0;
  113. self.frame = $axrun1 + self.walkframe;
  114. }
  115. else
  116. {
  117. if (self.walkframe == 6)
  118. self.walkframe = 0;
  119. self.frame = self.frame + self.walkframe;
  120. }
  121. self.walkframe = self.walkframe + 1;
  122. };
  123. void()muzzleflash =
  124. {
  125. WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
  126. WriteEntity (MSG_MULTICAST, self);
  127. multicast (self.origin, MULTICAST_PVS);
  128. };
  129. void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
  130. void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
  131. void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
  132. void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
  133. void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
  134. void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
  135. void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
  136. void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
  137. void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
  138. void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
  139. void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
  140. void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
  141. void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
  142. void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
  143. void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
  144. void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
  145. void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
  146. void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
  147. void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
  148. void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
  149. void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
  150. void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
  151. //============================================================================
  152. void() player_nail1 =[$nailatt1, player_nail2 ]
  153. {
  154. muzzleflash();
  155. if (!self.button0 || intermission_running || self.impulse)
  156. {player_run ();return;}
  157. self.weaponframe = self.weaponframe + 1;
  158. if (self.weaponframe == 9)
  159. self.weaponframe = 1;
  160. SuperDamageSound();
  161. W_FireSpikes (4);
  162. self.attack_finished = time + 0.2;
  163. };
  164. void() player_nail2 =[$nailatt2, player_nail1 ]
  165. {
  166. muzzleflash();
  167. if (!self.button0 || intermission_running || self.impulse)
  168. {player_run ();return;}
  169. self.weaponframe = self.weaponframe + 1;
  170. if (self.weaponframe == 9)
  171. self.weaponframe = 1;
  172. SuperDamageSound();
  173. W_FireSpikes (-4);
  174. self.attack_finished = time + 0.2;
  175. };
  176. //============================================================================
  177. void() player_light1 =[$light1, player_light2 ]
  178. {
  179. muzzleflash();
  180. if (!self.button0 || intermission_running)
  181. {player_run ();return;}
  182. self.weaponframe = self.weaponframe + 1;
  183. if (self.weaponframe == 5)
  184. self.weaponframe = 1;
  185. SuperDamageSound();
  186. W_FireLightning();
  187. self.attack_finished = time + 0.2;
  188. };
  189. void() player_light2 =[$light2, player_light1 ]
  190. {
  191. muzzleflash();
  192. if (!self.button0 || intermission_running)
  193. {player_run ();return;}
  194. self.weaponframe = self.weaponframe + 1;
  195. if (self.weaponframe == 5)
  196. self.weaponframe = 1;
  197. SuperDamageSound();
  198. W_FireLightning();
  199. self.attack_finished = time + 0.2;
  200. };
  201. //============================================================================
  202. void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
  203. muzzleflash();};
  204. void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
  205. void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
  206. void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
  207. void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
  208. void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
  209. void(float num_bubbles) DeathBubbles;
  210. void() PainSound =
  211. {
  212. local float rs;
  213. if (self.health < 0)
  214. return;
  215. if (damage_attacker.classname == "teledeath")
  216. {
  217. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  218. return;
  219. }
  220. // water pain sounds
  221. if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  222. {
  223. DeathBubbles(1);
  224. if (random() > 0.5)
  225. sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  226. else
  227. sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  228. return;
  229. }
  230. // slime pain sounds
  231. if (self.watertype == CONTENT_SLIME)
  232. {
  233. // FIX ME put in some steam here
  234. if (random() > 0.5)
  235. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  236. else
  237. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  238. return;
  239. }
  240. if (self.watertype == CONTENT_LAVA)
  241. {
  242. if (random() > 0.5)
  243. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  244. else
  245. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  246. return;
  247. }
  248. if (self.pain_finished > time)
  249. {
  250. self.axhitme = 0;
  251. return;
  252. }
  253. self.pain_finished = time + 0.5;
  254. // don't make multiple pain sounds right after each other
  255. // ax pain sound
  256. if (self.axhitme == 1)
  257. {
  258. self.axhitme = 0;
  259. sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  260. return;
  261. }
  262. rs = rint((random() * 5) + 1);
  263. self.noise = "";
  264. if (rs == 1)
  265. self.noise = "player/pain1.wav";
  266. else if (rs == 2)
  267. self.noise = "player/pain2.wav";
  268. else if (rs == 3)
  269. self.noise = "player/pain3.wav";
  270. else if (rs == 4)
  271. self.noise = "player/pain4.wav";
  272. else if (rs == 5)
  273. self.noise = "player/pain5.wav";
  274. else
  275. self.noise = "player/pain6.wav";
  276. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  277. return;
  278. };
  279. void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
  280. void() player_pain2 = [ $pain2, player_pain3 ] {};
  281. void() player_pain3 = [ $pain3, player_pain4 ] {};
  282. void() player_pain4 = [ $pain4, player_pain5 ] {};
  283. void() player_pain5 = [ $pain5, player_pain6 ] {};
  284. void() player_pain6 = [ $pain6, player_run ] {};
  285. void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
  286. void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
  287. void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
  288. void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
  289. void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
  290. void() player_axpain6 = [ $axpain6, player_run ] {};
  291. void() player_pain =
  292. {
  293. if (self.weaponframe)
  294. return;
  295. if (self.invisible_finished > time)
  296. return; // eyes don't have pain frames
  297. if (self.weapon == IT_AXE)
  298. player_axpain1 ();
  299. else
  300. player_pain1 ();
  301. };
  302. void() player_diea1;
  303. void() player_dieb1;
  304. void() player_diec1;
  305. void() player_died1;
  306. void() player_diee1;
  307. void() player_die_ax1;
  308. void() DeathBubblesSpawn =
  309. {
  310. local entity bubble;
  311. if (self.owner.waterlevel != 3)
  312. return;
  313. bubble = spawn();
  314. setmodel (bubble, "progs/s_bubble.spr");
  315. setorigin (bubble, self.owner.origin + '0 0 24');
  316. bubble.movetype = MOVETYPE_NOCLIP;
  317. bubble.solid = SOLID_NOT;
  318. bubble.velocity = '0 0 15';
  319. bubble.nextthink = time + 0.5;
  320. bubble.think = bubble_bob;
  321. bubble.classname = "bubble";
  322. bubble.frame = 0;
  323. bubble.cnt = 0;
  324. setsize (bubble, '-8 -8 -8', '8 8 8');
  325. self.nextthink = time + 0.1;
  326. self.think = DeathBubblesSpawn;
  327. self.air_finished = self.air_finished + 1;
  328. if (self.air_finished >= self.bubble_count)
  329. remove(self);
  330. };
  331. void(float num_bubbles) DeathBubbles =
  332. {
  333. local entity bubble_spawner;
  334. bubble_spawner = spawn();
  335. setorigin (bubble_spawner, self.origin);
  336. bubble_spawner.movetype = MOVETYPE_NONE;
  337. bubble_spawner.solid = SOLID_NOT;
  338. bubble_spawner.nextthink = time + 0.1;
  339. bubble_spawner.think = DeathBubblesSpawn;
  340. bubble_spawner.air_finished = 0;
  341. bubble_spawner.owner = self;
  342. bubble_spawner.bubble_count = num_bubbles;
  343. return;
  344. };
  345. void() DeathSound =
  346. {
  347. local float rs;
  348. // water death sounds
  349. if (self.waterlevel == 3)
  350. {
  351. DeathBubbles(5);
  352. sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  353. return;
  354. }
  355. rs = rint ((random() * 4) + 1);
  356. if (rs == 1)
  357. self.noise = "player/death1.wav";
  358. if (rs == 2)
  359. self.noise = "player/death2.wav";
  360. if (rs == 3)
  361. self.noise = "player/death3.wav";
  362. if (rs == 4)
  363. self.noise = "player/death4.wav";
  364. if (rs == 5)
  365. self.noise = "player/death5.wav";
  366. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  367. return;
  368. };
  369. void() PlayerDead =
  370. {
  371. self.nextthink = -1;
  372. // allow respawn after a certain time
  373. self.deadflag = DEAD_DEAD;
  374. };
  375. vector(float dm) VelocityForDamage =
  376. {
  377. local vector v;
  378. if (vlen(damage_inflictor.velocity)>0)
  379. {
  380. v = 0.5 * damage_inflictor.velocity;
  381. v = v + (25 * normalize(self.origin-damage_inflictor.origin));
  382. v_z = 100 + 240 * random();
  383. v_x = v_x + (200 * crandom());
  384. v_y = v_y + (200 * crandom());
  385. //dprint ("Velocity gib\n");
  386. }
  387. else
  388. {
  389. v_x = 100 * crandom();
  390. v_y = 100 * crandom();
  391. v_z = 200 + 100 * random();
  392. }
  393. //v_x = 100 * crandom();
  394. //v_y = 100 * crandom();
  395. //v_z = 200 + 100 * random();
  396. if (dm > -50)
  397. {
  398. // dprint ("level 1\n");
  399. v = v * 0.7;
  400. }
  401. else if (dm > -200)
  402. {
  403. // dprint ("level 3\n");
  404. v = v * 2;
  405. }
  406. else
  407. v = v * 10;
  408. return v;
  409. };
  410. void(string gibname, float dm) ThrowGib =
  411. {
  412. local entity new;
  413. new = spawn();
  414. new.origin = self.origin;
  415. setmodel (new, gibname);
  416. setsize (new, '0 0 0', '0 0 0');
  417. new.velocity = VelocityForDamage (dm);
  418. new.movetype = MOVETYPE_BOUNCE;
  419. new.solid = SOLID_NOT;
  420. new.avelocity_x = random()*600;
  421. new.avelocity_y = random()*600;
  422. new.avelocity_z = random()*600;
  423. new.think = SUB_Remove;
  424. new.ltime = time;
  425. new.nextthink = time + 10 + random()*10;
  426. new.frame = 0;
  427. new.flags = 0;
  428. };
  429. void(string gibname, float dm) ThrowHead =
  430. {
  431. setmodel (self, gibname);
  432. self.frame = 0;
  433. self.nextthink = -1;
  434. self.movetype = MOVETYPE_BOUNCE;
  435. self.takedamage = DAMAGE_NO;
  436. self.solid = SOLID_NOT;
  437. self.view_ofs = '0 0 8';
  438. setsize (self, '-16 -16 0', '16 16 56');
  439. self.velocity = VelocityForDamage (dm);
  440. self.origin_z = self.origin_z - 24;
  441. self.flags = self.flags - (self.flags & FL_ONGROUND);
  442. self.avelocity = crandom() * '0 600 0';
  443. };
  444. void() GibPlayer =
  445. {
  446. ThrowHead ("progs/h_player.mdl", self.health);
  447. ThrowGib ("progs/gib1.mdl", self.health);
  448. ThrowGib ("progs/gib2.mdl", self.health);
  449. ThrowGib ("progs/gib3.mdl", self.health);
  450. self.deadflag = DEAD_DEAD;
  451. if (damage_attacker.classname == "teledeath")
  452. {
  453. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  454. return;
  455. }
  456. if (damage_attacker.classname == "teledeath2")
  457. {
  458. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  459. return;
  460. }
  461. if (random() < 0.5)
  462. sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  463. else
  464. sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  465. };
  466. void() PlayerDie =
  467. {
  468. local float i;
  469. local string s;
  470. self.items = self.items - (self.items & IT_INVISIBILITY);
  471. if ((stof(infokey(world,"dq"))) != 0)
  472. {
  473. if (self.super_damage_finished > 0)
  474. {
  475. DropQuad (self.super_damage_finished - time);
  476. bprint (PRINT_LOW, self.netname);
  477. if (deathmatch == 4)
  478. bprint (PRINT_LOW, " lost an OctaPower with ");
  479. else
  480. bprint (PRINT_LOW, " lost a quad with ");
  481. s = ftos(rint(self.super_damage_finished - time));
  482. bprint (PRINT_LOW, s);
  483. bprint (PRINT_LOW, " seconds remaining\n");
  484. }
  485. }
  486. if ((stof(infokey(world,"dr"))) != 0)
  487. {
  488. if (self.invisible_finished > 0)
  489. {
  490. bprint (PRINT_LOW, self.netname);
  491. bprint (PRINT_LOW, " lost a ring with ");
  492. s = ftos(rint(self.invisible_finished - time));
  493. bprint (PRINT_LOW, s);
  494. bprint (PRINT_LOW, " seconds remaining\n");
  495. DropRing (self.invisible_finished - time);
  496. }
  497. }
  498. self.invisible_finished = 0; // don't die as eyes
  499. self.invincible_finished = 0;
  500. self.super_damage_finished = 0;
  501. self.radsuit_finished = 0;
  502. self.modelindex = modelindex_player; // don't use eyes
  503. DropBackpack();
  504. self.weaponmodel="";
  505. self.view_ofs = '0 0 -8';
  506. self.deadflag = DEAD_DYING;
  507. self.solid = SOLID_NOT;
  508. self.flags = self.flags - (self.flags & FL_ONGROUND);
  509. self.movetype = MOVETYPE_TOSS;
  510. if (self.velocity_z < 10)
  511. self.velocity_z = self.velocity_z + random()*300;
  512. if (self.health < -40)
  513. {
  514. GibPlayer ();
  515. return;
  516. }
  517. DeathSound();
  518. self.angles_x = 0;
  519. self.angles_z = 0;
  520. if (self.weapon == IT_AXE)
  521. {
  522. player_die_ax1 ();
  523. return;
  524. }
  525. i = cvar("temp1");
  526. if (!i)
  527. i = 1 + floor(random()*6);
  528. if (i == 1)
  529. player_diea1();
  530. else if (i == 2)
  531. player_dieb1();
  532. else if (i == 3)
  533. player_diec1();
  534. else if (i == 4)
  535. player_died1();
  536. else
  537. player_diee1();
  538. };
  539. void() set_suicide_frame =
  540. { // used by klill command and diconnect command
  541. if (self.model != "progs/player.mdl")
  542. return; // allready gibbed
  543. self.frame = $deatha11;
  544. self.solid = SOLID_NOT;
  545. self.movetype = MOVETYPE_TOSS;
  546. self.deadflag = DEAD_DEAD;
  547. self.nextthink = -1;
  548. };
  549. void() player_diea1 = [ $deatha1, player_diea2 ] {};
  550. void() player_diea2 = [ $deatha2, player_diea3 ] {};
  551. void() player_diea3 = [ $deatha3, player_diea4 ] {};
  552. void() player_diea4 = [ $deatha4, player_diea5 ] {};
  553. void() player_diea5 = [ $deatha5, player_diea6 ] {};
  554. void() player_diea6 = [ $deatha6, player_diea7 ] {};
  555. void() player_diea7 = [ $deatha7, player_diea8 ] {};
  556. void() player_diea8 = [ $deatha8, player_diea9 ] {};
  557. void() player_diea9 = [ $deatha9, player_diea10 ] {};
  558. void() player_diea10 = [ $deatha10, player_diea11 ] {};
  559. void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
  560. void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
  561. void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
  562. void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
  563. void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
  564. void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
  565. void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
  566. void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
  567. void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
  568. void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
  569. void() player_diec1 = [ $deathc1, player_diec2 ] {};
  570. void() player_diec2 = [ $deathc2, player_diec3 ] {};
  571. void() player_diec3 = [ $deathc3, player_diec4 ] {};
  572. void() player_diec4 = [ $deathc4, player_diec5 ] {};
  573. void() player_diec5 = [ $deathc5, player_diec6 ] {};
  574. void() player_diec6 = [ $deathc6, player_diec7 ] {};
  575. void() player_diec7 = [ $deathc7, player_diec8 ] {};
  576. void() player_diec8 = [ $deathc8, player_diec9 ] {};
  577. void() player_diec9 = [ $deathc9, player_diec10 ] {};
  578. void() player_diec10 = [ $deathc10, player_diec11 ] {};
  579. void() player_diec11 = [ $deathc11, player_diec12 ] {};
  580. void() player_diec12 = [ $deathc12, player_diec13 ] {};
  581. void() player_diec13 = [ $deathc13, player_diec14 ] {};
  582. void() player_diec14 = [ $deathc14, player_diec15 ] {};
  583. void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
  584. void() player_died1 = [ $deathd1, player_died2 ] {};
  585. void() player_died2 = [ $deathd2, player_died3 ] {};
  586. void() player_died3 = [ $deathd3, player_died4 ] {};
  587. void() player_died4 = [ $deathd4, player_died5 ] {};
  588. void() player_died5 = [ $deathd5, player_died6 ] {};
  589. void() player_died6 = [ $deathd6, player_died7 ] {};
  590. void() player_died7 = [ $deathd7, player_died8 ] {};
  591. void() player_died8 = [ $deathd8, player_died9 ] {};
  592. void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
  593. void() player_diee1 = [ $deathe1, player_diee2 ] {};
  594. void() player_diee2 = [ $deathe2, player_diee3 ] {};
  595. void() player_diee3 = [ $deathe3, player_diee4 ] {};
  596. void() player_diee4 = [ $deathe4, player_diee5 ] {};
  597. void() player_diee5 = [ $deathe5, player_diee6 ] {};
  598. void() player_diee6 = [ $deathe6, player_diee7 ] {};
  599. void() player_diee7 = [ $deathe7, player_diee8 ] {};
  600. void() player_diee8 = [ $deathe8, player_diee9 ] {};
  601. void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
  602. void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
  603. void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
  604. void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
  605. void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
  606. void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
  607. void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
  608. void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
  609. void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
  610. void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};