660 lines
17 KiB
Plaintext
660 lines
17 KiB
Plaintext
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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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//
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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 = [ $axstnd1, player_stand1 ] {
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self.weaponframe = 0;
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if(self.velocity_x || self.velocity_y) {
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self.walkframe = 0;
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player_run();
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return;
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}
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if(self.weapon == IT_AXE) {
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if(self.walkframe >= 12) {
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self.walkframe = 0;
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}
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self.frame = $axstnd1 + self.walkframe;
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} else {
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if(self.walkframe >= 5) {
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self.walkframe = 0;
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}
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self.frame = $stand1 + self.walkframe;
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}
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self.walkframe = self.walkframe + 1;
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};
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void() player_run = [ $rockrun1, player_run ] {
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self.weaponframe = 0;
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if(!self.velocity_x && !self.velocity_y) {
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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.weapon == IT_AXE) {
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if(self.walkframe == 6) {
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self.walkframe = 0;
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}
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self.frame = $axrun1 + self.walkframe;
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} else {
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if(self.walkframe == 6) {
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self.walkframe = 0;
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}
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self.frame = self.frame + self.walkframe;
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}
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self.walkframe = self.walkframe + 1;
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};
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void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe = 1;
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self.effects = self.effects | EF_MUZZLEFLASH;
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};
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void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe = 2;};
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void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe = 3;};
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void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe = 4;};
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void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe = 5;};
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void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe = 6;};
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void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe = 1;};
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void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe = 2;};
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void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe = 3; W_FireAxe();};
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void() player_axe4 = [$axatt4, player_run ] {self.weaponframe = 4;};
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void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe = 5;};
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void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe = 6;};
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void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe = 7; W_FireAxe();};
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void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe = 8;};
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void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe = 1;};
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void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe = 2;};
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void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe = 3; W_FireAxe();};
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void() player_axec4 = [$axattc4, player_run ] {self.weaponframe = 4;};
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void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe = 5;};
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void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe = 6;};
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void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe = 7; W_FireAxe();};
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void() player_axed4 = [$axattd4, player_run ] {self.weaponframe = 8;};
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//============================================================================
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void() player_nail1 = [$nailatt1, player_nail2 ] {
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self.effects = self.effects | EF_MUZZLEFLASH;
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if(!self.button0) {
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player_run();
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return;
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}
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self.weaponframe = self.weaponframe + 1;
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if(self.weaponframe == 9) {
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self.weaponframe = 1;
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}
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SuperDamageSound();
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W_FireSpikes(4);
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self.attack_finished = time + 0.2;
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};
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void() player_nail2 = [$nailatt2, player_nail1 ] {
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self.effects = self.effects | EF_MUZZLEFLASH;
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if(!self.button0) {
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player_run();
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return;
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}
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self.weaponframe = self.weaponframe + 1;
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if(self.weaponframe == 9) {
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self.weaponframe = 1;
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}
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SuperDamageSound();
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W_FireSpikes(-4);
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self.attack_finished = time + 0.2;
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};
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//============================================================================
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void() player_light1 = [$light1, player_light2 ] {
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self.effects = self.effects | EF_MUZZLEFLASH;
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if(!self.button0) {
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player_run();
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return;
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}
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self.weaponframe = self.weaponframe + 1;
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if(self.weaponframe == 5) {
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self.weaponframe = 1;
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}
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SuperDamageSound();
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W_FireLightning();
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self.attack_finished = time + 0.2;
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};
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void() player_light2 = [$light2, player_light1 ] {
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self.effects = self.effects | EF_MUZZLEFLASH;
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if(!self.button0) {
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player_run();
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return;
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}
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self.weaponframe = self.weaponframe + 1;
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if(self.weaponframe == 5) {
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self.weaponframe = 1;
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}
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SuperDamageSound();
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W_FireLightning();
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self.attack_finished = time + 0.2;
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};
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//============================================================================
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void() player_rocket1 = [$rockatt1, player_rocket2 ] {self.weaponframe = 1;
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self.effects = self.effects | EF_MUZZLEFLASH;
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};
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void() player_rocket2 = [$rockatt2, player_rocket3 ] {self.weaponframe = 2;};
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void() player_rocket3 = [$rockatt3, player_rocket4 ] {self.weaponframe = 3;};
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void() player_rocket4 = [$rockatt4, player_rocket5 ] {self.weaponframe = 4;};
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void() player_rocket5 = [$rockatt5, player_rocket6 ] {self.weaponframe = 5;};
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void() player_rocket6 = [$rockatt6, player_run ] {self.weaponframe = 6;};
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void(float num_bubbles) DeathBubbles;
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void() PainSound = {
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local float rs;
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if(self.health < 0) {
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return;
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}
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if(damage_attacker.classname == "teledeath") {
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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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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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}
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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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// 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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}
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return;
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}
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if(self.watertype == CONTENT_LAVA) {
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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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}
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return;
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}
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if(self.pain_finished > time) {
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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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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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}
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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 = [ $pain1, player_pain2 ] {PainSound(); self.weaponframe = 0;};
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void() player_pain2 = [ $pain2, player_pain3 ] {};
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void() player_pain3 = [ $pain3, player_pain4 ] {};
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void() player_pain4 = [ $pain4, player_pain5 ] {};
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void() player_pain5 = [ $pain5, player_pain6 ] {};
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void() player_pain6 = [ $pain6, player_run ] {};
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void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound(); self.weaponframe = 0;};
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void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
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void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
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void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
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void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
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void() player_axpain6 = [ $axpain6, player_run ] {};
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void() player_pain = {
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if(self.weaponframe) {
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return;
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}
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if(self.invisible_finished > time) {
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return; // eyes don't have pain frames
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}
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if(self.weapon == IT_AXE) {
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player_axpain1();
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} else {
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player_pain1();
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}
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};
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void() player_diea1;
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void() player_dieb1;
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void() player_diec1;
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void() player_died1;
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void() player_diee1;
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void() player_die_ax1;
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void() DeathBubblesSpawn = {
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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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}
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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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};
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void(float num_bubbles) DeathBubbles = {
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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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local float rs;
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// water death sounds
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if(self.waterlevel == 3) {
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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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}
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if(rs == 2) {
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self.noise = "player/death2.wav";
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}
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if(rs == 3) {
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self.noise = "player/death3.wav";
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}
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if(rs == 4) {
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self.noise = "player/death4.wav";
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}
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if(rs == 5) {
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self.noise = "player/death5.wav";
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}
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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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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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vector(float dm) VelocityForDamage = {
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local vector v;
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v_x = 100 * crandom();
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v_y = 100 * crandom();
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v_z = 200 + 100 * random();
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if(dm > -50) {
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// dprint("level 1\n");
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v = v * 0.7;
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} else if(dm > -200) {
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// dprint("level 3\n");
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v = v * 2;
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} else {
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v = v * 10;
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}
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return v;
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};
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void(string gibname, float dm) ThrowGib = {
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local entity new;
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new = spawn();
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new.origin = self.origin;
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setmodel(new, gibname);
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setsize(new, '0 0 0', '0 0 0');
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new.velocity = VelocityForDamage(dm);
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new.movetype = MOVETYPE_BOUNCE;
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new.solid = SOLID_NOT;
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new.avelocity_x = random() * 600;
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new.avelocity_y = random() * 600;
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new.avelocity_z = random() * 600;
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new.think = SUB_Remove;
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new.ltime = time;
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new.nextthink = time + 10 + random() * 10;
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new.frame = 0;
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new.flags = 0;
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};
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void(string gibname, float dm) ThrowHead = {
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setmodel(self, gibname);
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self.frame = 0;
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self.nextthink = -1;
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self.movetype = MOVETYPE_BOUNCE;
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self.takedamage = DAMAGE_NO;
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self.solid = SOLID_NOT;
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self.view_ofs = '0 0 8';
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setsize(self, '-16 -16 0', '16 16 56');
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self.velocity = VelocityForDamage(dm);
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self.origin_z = self.origin_z - 24;
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self.flags = self.flags - (self.flags & FL_ONGROUND);
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self.avelocity = crandom() * '0 600 0';
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};
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void() GibPlayer = {
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ThrowHead("progs/h_player.mdl", self.health);
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ThrowGib("progs/gib1.mdl", self.health);
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ThrowGib("progs/gib2.mdl", self.health);
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ThrowGib("progs/gib3.mdl", self.health);
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self.deadflag = DEAD_DEAD;
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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
|
|
|
|
if(deathmatch || coop) {
|
|
DropBackpack();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if(self.health < -40) {
|
|
GibPlayer();
|
|
return;
|
|
}
|
|
|
|
DeathSound();
|
|
|
|
self.angles_x = 0;
|
|
self.angles_z = 0;
|
|
|
|
if(self.weapon == IT_AXE) {
|
|
player_die_ax1();
|
|
return;
|
|
}
|
|
|
|
i = cvar("temp1");
|
|
if(!i) {
|
|
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/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();};
|