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Jan 31st, 2016
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  1. PLAYER.QC
  2. /////////
  3.  
  4.  
  5. void() bubble_bob;
  6. .float gatlingsound;
  7.  
  8. /*
  9. ==============================================================================
  10.  
  11. PLAYER
  12.  
  13. ==============================================================================
  14. */
  15.  
  16. $cd id1/models/player_4
  17. $origin 0 -6 24
  18. $base base
  19. $skin skin
  20.  
  21. //
  22. // running
  23. //
  24. $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
  25.  
  26. $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
  27.  
  28. //
  29. // standing
  30. //
  31. $frame stand1 stand2 stand3 stand4 stand5
  32.  
  33. $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
  34. $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
  35.  
  36.  
  37. //
  38. // pain
  39. //
  40. $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
  41.  
  42. $frame pain1 pain2 pain3 pain4 pain5 pain6
  43.  
  44.  
  45. //
  46. // death
  47. //
  48.  
  49. $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
  50. $frame axdeth7 axdeth8 axdeth9
  51.  
  52. $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
  53. $frame deatha9 deatha10 deatha11
  54.  
  55. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  56. $frame deathb9
  57.  
  58. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  59. $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
  60.  
  61. $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
  62. $frame deathd8 deathd9
  63.  
  64. $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
  65. $frame deathe8 deathe9
  66.  
  67. //
  68. // attacks
  69. //
  70. $frame nailatt1 nailatt2
  71.  
  72. $frame light1 light2
  73.  
  74. $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
  75.  
  76. $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
  77.  
  78. $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
  79.  
  80. $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
  81.  
  82. $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
  83.  
  84. $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
  85.  
  86.  
  87. /*
  88. ==============================================================================
  89. PLAYER
  90. ==============================================================================
  91. */
  92.  
  93. void() player_run;
  94.  
  95. void() player_stand1 =[ $axstnd1, player_stand1 ]
  96. {
  97. self.weaponframe=0;
  98. if (self.velocity_x || self.velocity_y)
  99. {
  100. self.walkframe=0;
  101. player_run();
  102. return;
  103. }
  104.  
  105. if (self.weapon == IT_AXE)
  106. {
  107. if (self.walkframe >= 12)
  108. self.walkframe = 0;
  109. self.frame = $axstnd1 + self.walkframe;
  110. }
  111. else
  112. {
  113. if (self.walkframe >= 5)
  114. self.walkframe = 0;
  115. self.frame = $stand1 + self.walkframe;
  116. }
  117. self.walkframe = self.walkframe + 1;
  118. };
  119.  
  120. void() player_run =[ $rockrun1, player_run ]
  121. {
  122. self.weaponframe=0;
  123. if (!self.velocity_x && !self.velocity_y)
  124. {
  125. self.walkframe=0;
  126. player_stand1();
  127. return;
  128. }
  129.  
  130. if (self.weapon == IT_AXE)
  131. {
  132. if (self.walkframe == 6)
  133. self.walkframe = 0;
  134. self.frame = $axrun1 + self.walkframe;
  135. }
  136. else
  137. {
  138. if (self.walkframe == 6)
  139. self.walkframe = 0;
  140. self.frame = self.frame + self.walkframe;
  141. }
  142. self.walkframe = self.walkframe + 1;
  143. };
  144.  
  145.  
  146. void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;
  147. self.effects = self.effects | EF_MUZZLEFLASH;};
  148. void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
  149. void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
  150. void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
  151. void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
  152. void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
  153.  
  154. void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
  155. void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
  156. void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
  157. void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
  158.  
  159. void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
  160. void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
  161. void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
  162. void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
  163.  
  164. void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
  165. void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
  166. void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
  167. void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
  168.  
  169. void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
  170. void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
  171. void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
  172. void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
  173.  
  174.  
  175. //============================================================================
  176.  
  177. void() player_nail1 =[$nailatt1, player_nail2 ]
  178. {
  179. self.effects = self.effects | EF_MUZZLEFLASH;
  180.  
  181. if (!self.button0)
  182. {player_run ();return;}
  183. self.weaponframe = self.weaponframe + 1;
  184. if (self.weaponframe == 9)
  185. self.weaponframe = 1;
  186. SuperDamageSound();
  187. W_FireSpikes (4);
  188. self.attack_finished = time + 0.2;
  189. };
  190. void() player_nail2 =[$nailatt2, player_nail1 ]
  191. {
  192. self.effects = self.effects | EF_MUZZLEFLASH;
  193.  
  194. if (!self.button0)
  195. {player_run ();return;}
  196. self.weaponframe = self.weaponframe + 1;
  197. if (self.weaponframe == 9)
  198. self.weaponframe = 1;
  199. SuperDamageSound();
  200. W_FireSpikes (-4);
  201. self.attack_finished = time + 0.2;
  202. };
  203.  
  204. //============================================================================
  205.  
  206. void() player_inf1 =[$nailatt1, player_inf2 ]
  207. {
  208. self.effects = self.effects | EF_MUZZLEFLASH;
  209.  
  210. if ((!self.button0) || !W_CheckNoAmmo())
  211. {player_run ();return;}
  212. self.nextthink = time + 0.05;
  213. self.weaponframe = self.weaponframe + 1;
  214. if (self.weaponframe == 17)
  215. self.weaponframe = 1;
  216. SuperDamageSound();
  217. W_FireInfantry ();
  218. self.attack_finished = time + 0.1;
  219. };
  220. void() player_inf2 =[$nailatt1, player_inf3 ]
  221. {
  222.  
  223. if ((!self.button0) || !W_CheckNoAmmo())
  224. {player_run ();return;}
  225. self.nextthink = time + 0.05;
  226. self.weaponframe = self.weaponframe + 1;
  227. if (self.weaponframe == 17)
  228. self.weaponframe = 1;
  229. self.attack_finished = time + 0.1;
  230. };
  231. void() player_inf3 =[$nailatt2, player_inf4 ]
  232. {
  233. self.effects = self.effects | EF_MUZZLEFLASH;
  234.  
  235. if ((!self.button0) || !W_CheckNoAmmo())
  236. {player_run ();return;}
  237. self.nextthink = time + 0.05;
  238. self.weaponframe = self.weaponframe + 1;
  239. if (self.weaponframe == 17)
  240. self.weaponframe = 1;
  241. SuperDamageSound();
  242. W_FireInfantry();
  243. self.attack_finished = time + 0.1;
  244. };
  245. void() player_inf4 =[$nailatt2, player_inf1 ]
  246. {
  247.  
  248. if ((!self.button0) || !W_CheckNoAmmo())
  249. {player_run ();return;}
  250. self.nextthink = time + 0.05;
  251. self.weaponframe = self.weaponframe + 1;
  252. if (self.weaponframe == 17)
  253. self.weaponframe = 1;
  254. self.attack_finished = time + 0.1;
  255. };
  256.  
  257. //============================================================================
  258.  
  259. void() player_gatldown1 =[$nailatt1, player_gatldown2 ]
  260. {
  261.  
  262. //if ((!self.button0) || !W_CheckNoAmmo())
  263. //{player_run ();return;}
  264. //if (self.t_width < time)
  265. //{
  266. sound (self, CHAN_WEAPON, "weapons/mingn3.wav", 1, ATTN_NORM);
  267. //self.t_width = time + 2.55;
  268. //}
  269. self.weaponframe = self.weaponframe + 1;
  270. self.attack_finished = time + 0.9;
  271. if (self.weaponframe == 37)
  272. player_run(); //self.weaponframe =
  273. };
  274.  
  275. void() player_gatldown2 =[$nailatt1, player_gatldown2 ]
  276. {
  277.  
  278. //if ((!self.button0) || !W_CheckNoAmmo())
  279. //{player_run ();return;}
  280. self.weaponframe = self.weaponframe + 1;
  281. if (self.weaponframe == 37)
  282. player_run(); //self.weaponframe = 1
  283. };
  284.  
  285. void() player_gatlup1 =[$light1, player_gatlup2 ]
  286. {
  287.  
  288. //if ((!self.button0) || !W_CheckNoAmmo())
  289. //{player_run ();return;}
  290. //W_GatlingSpinUp();
  291. self.weaponframe = 1;
  292. sound (self, CHAN_WEAPON, "weapons/mingn1.wav", 1, ATTN_NORM);
  293. self.attack_finished = time + 0.9;
  294. self.weaponframe = self.weaponframe + 1;
  295.  
  296. };
  297.  
  298. void() player_gatlup2 =[$light1, player_gatlup3 ]
  299. {
  300.  
  301. //if ((!self.button0) || !W_CheckNoAmmo())
  302. //{player_run ();return;}
  303. self.weaponframe = self.weaponframe + 1;
  304. //if (self.weaponframe == 10)
  305. //self.weaponframe = 1;
  306. };
  307.  
  308. void() player_gatlup3 =[$light1, player_gatlup4 ]
  309. {
  310.  
  311. //if ((!self.button0) || !W_CheckNoAmmo())
  312. //{player_run ();return;}
  313. self.weaponframe = self.weaponframe + 1;
  314. //if (self.weaponframe == 10)
  315. //self.weaponframe = 1;
  316. };
  317.  
  318. void() player_gatlup4 =[$light1, player_gatlup5 ]
  319. {
  320.  
  321. //if ((!self.button0) || !W_CheckNoAmmo())
  322. //{player_run ();return;}
  323. self.weaponframe = self.weaponframe + 1;
  324. //if (self.weaponframe == 10)
  325. //self.weaponframe = 1;
  326. };
  327.  
  328. void() player_gatlup5 =[$light1, player_gatlup6 ]
  329. {
  330.  
  331. //if ((!self.button0) || !W_CheckNoAmmo())
  332. //{player_run ();return;}
  333. self.weaponframe = self.weaponframe + 1;
  334. //if (self.weaponframe == 10)
  335. //self.weaponframe = 1;
  336. };
  337.  
  338. void() player_gatlup6 =[$light1, player_gatlup7 ]
  339. {
  340.  
  341. //if ((!self.button0) || !W_CheckNoAmmo())
  342. //{player_run ();return;}
  343. self.weaponframe = self.weaponframe + 1;
  344. //if (self.weaponframe == 10)
  345. //self.weaponframe = 1;
  346. };
  347.  
  348. void() player_gatlup7 =[$light1, player_gatlup8 ]
  349. {
  350.  
  351. //if ((!self.button0) || !W_CheckNoAmmo())
  352. //{player_run ();return;}
  353. self.weaponframe = self.weaponframe + 1;
  354. self.attack_finished = time + 0.9;
  355. //if (self.weaponframe == 10)
  356. //self.weaponframe = 1;
  357. };
  358.  
  359. void() player_gatlup8 =[$light1, player_gatlshot1 ]
  360. {
  361.  
  362. //if ((!self.button0) || !W_CheckNoAmmo())
  363. //{player_run ();return;}
  364. self.weaponframe = self.weaponframe + 1;
  365. self.attack_finished = time + 0.9;
  366.  
  367. self.gatlingsound = TRUE;
  368.  
  369. //if (self.weaponframe == 10)
  370. //self.weaponframe = 1;
  371. };
  372.  
  373. void() player_gatlshot1 =[$nailatt1, player_gatlshot2 ]
  374. {
  375.  
  376. if ((!self.button0) || (self.currentammo <= 0))
  377. {player_gatldown1 ();self.weaponframe = 18;return;} //return; to add
  378.  
  379.  
  380. self.effects = self.effects | EF_MUZZLEFLASH;
  381. self.nextthink = time + 0.05;
  382. self.attack_finished = time + 0.9;
  383. self.weaponframe = self.weaponframe + 1;
  384. if (self.weaponframe == 18)
  385. self.weaponframe = 10;
  386. SuperDamageSound();
  387. W_FireGatling();
  388. self.punchangle_x = -3;
  389.  
  390. if(self.gatlingsound == TRUE)
  391. sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  392. //else
  393. //{
  394. //player_gatldown1();
  395. //}
  396. };
  397.  
  398. void() player_gatlshot2 =[$nailatt1, player_gatlshot3 ]
  399. {
  400.  
  401. if ((!self.button0) || (self.currentammo <= 0))
  402. {player_gatldown1 ();self.weaponframe = 18;return;}
  403.  
  404. self.effects = self.effects | EF_MUZZLEFLASH;
  405. self.nextthink = time + 0.05;
  406. self.attack_finished = time + 0.9;
  407. self.weaponframe = self.weaponframe + 1;
  408. if (self.weaponframe == 18)
  409. self.weaponframe = 10;
  410. SuperDamageSound();
  411. W_FireGatling();
  412. //else
  413. //{
  414. //player_gatldown1();
  415. //}
  416. };
  417.  
  418. void() player_gatlshot3 =[$nailatt2, player_gatlshot4 ]
  419. {
  420.  
  421. if ((!self.button0) || (self.currentammo <= 0))
  422. {player_gatldown1 ();self.weaponframe = 18;return;}
  423.  
  424. self.effects = self.effects | EF_MUZZLEFLASH;
  425. self.nextthink = time + 0.05;
  426. self.attack_finished = time + 0.9;
  427. self.weaponframe = self.weaponframe + 1;
  428. if (self.weaponframe == 18)
  429. self.weaponframe = 10;
  430. SuperDamageSound();
  431. W_FireGatling();
  432. self.punchangle_x = -3;
  433. };
  434.  
  435. void() player_gatlshot4 =[$nailatt2, player_gatlshot5 ]
  436. {
  437.  
  438. if ((!self.button0) || (self.currentammo <= 0))
  439. {player_gatldown1 ();self.weaponframe = 18;return;}
  440.  
  441. self.effects = self.effects | EF_MUZZLEFLASH;
  442. self.nextthink = time + 0.05;
  443. self.attack_finished = time + 0.9;
  444. self.weaponframe = self.weaponframe + 1;
  445. if (self.weaponframe == 18)
  446. self.weaponframe = 10;
  447. SuperDamageSound();
  448. W_FireGatling();
  449. };
  450.  
  451. void() player_gatlshot5 =[$nailatt1, player_gatlshot6 ]
  452. {
  453.  
  454. if ((!self.button0) || (self.currentammo <= 0))
  455. {player_gatldown1 ();self.weaponframe = 18;return;} //return; to add
  456.  
  457. self.effects = self.effects | EF_MUZZLEFLASH;
  458. self.nextthink = time + 0.05;
  459. self.attack_finished = time + 0.9;
  460. self.weaponframe = self.weaponframe + 1;
  461. if (self.weaponframe == 18)
  462. self.weaponframe = 10;
  463. SuperDamageSound();
  464. W_FireGatling();
  465. self.punchangle_x = -3;
  466. //else
  467. //{
  468. //player_gatldown1();
  469. //}
  470. };
  471.  
  472. void() player_gatlshot6 =[$nailatt1, player_gatlshot7 ]
  473. {
  474.  
  475. if ((!self.button0) || (self.currentammo <= 0))
  476. {player_gatldown1 ();self.weaponframe = 18;return;}
  477.  
  478. self.effects = self.effects | EF_MUZZLEFLASH;
  479. self.nextthink = time + 0.05;
  480. self.attack_finished = time + 0.9;
  481. self.weaponframe = self.weaponframe + 1;
  482. if (self.weaponframe == 18)
  483. self.weaponframe = 10;
  484. SuperDamageSound();
  485. W_FireGatling();
  486. //else
  487. //{
  488. //player_gatldown1();
  489. //}
  490. };
  491.  
  492. void() player_gatlshot7 =[$nailatt2, player_gatlshot8 ]
  493. {
  494.  
  495. if ((!self.button0) || (self.currentammo <= 0))
  496. {player_gatldown1 ();self.weaponframe = 18;return;}
  497.  
  498. self.effects = self.effects | EF_MUZZLEFLASH;
  499. self.nextthink = time + 0.05;
  500. self.attack_finished = time + 0.9;
  501. self.weaponframe = self.weaponframe + 1;
  502. if (self.weaponframe == 18)
  503. self.weaponframe = 10;
  504. SuperDamageSound();
  505. W_FireGatling();
  506. self.punchangle_x = -3;
  507.  
  508. };
  509.  
  510. void() player_gatlshot8 =[$nailatt2, player_gatlshot1 ]
  511. {
  512.  
  513. if ((!self.button0) || (self.currentammo <= 0))
  514. {player_gatldown1 ();self.weaponframe = 18;return;}
  515.  
  516. self.effects = self.effects | EF_MUZZLEFLASH;
  517. self.nextthink = time + 0.05;
  518. self.attack_finished = time + 0.9;
  519. self.weaponframe = self.weaponframe + 1;
  520. if (self.weaponframe == 18)
  521. self.weaponframe = 10;
  522. SuperDamageSound();
  523. W_FireGatling();
  524.  
  525. if(self.gatlingsound == TRUE)
  526. self.gatlingsound = FALSE;
  527. else
  528. self.gatlingsound = TRUE;
  529.  
  530. };
  531.  
  532.  
  533.  
  534. //============================================================================
  535.  
  536. void() player_bfgprep1 =[$light1, player_bfgprep2 ]
  537. {
  538.  
  539. self.weaponframe = 1;
  540. sound (self, CHAN_WEAPON, "weapons/bfgprep.wav", 1, ATTN_NORM);
  541. self.attack_finished = time + 0.7;
  542. self.weaponframe = self.weaponframe + 1;
  543.  
  544. };
  545.  
  546. void() player_bfgprep2 =[$light1, player_bfgprep3 ]
  547. {
  548. self.weaponframe = self.weaponframe + 1;
  549. };
  550.  
  551. void() player_bfgprep3 =[$light1, player_bfgprep4 ]
  552. {
  553. self.weaponframe = self.weaponframe + 1;
  554. };
  555.  
  556. void() player_bfgprep4 =[$light1, player_bfgprep5 ]
  557. {
  558. self.weaponframe = self.weaponframe + 1;
  559. };
  560.  
  561. void() player_bfgprep5 =[$light1, player_bfgprep6 ]
  562. {
  563. self.weaponframe = self.weaponframe + 1;
  564. };
  565.  
  566. void() player_bfgprep6 =[$light1, player_bfgshot1 ]
  567. {
  568. self.weaponframe = self.weaponframe + 1;
  569. };
  570.  
  571. void() player_bfgshot1 =[$rockatt1, player_bfgshot2 ]
  572. {
  573.  
  574. self.effects = self.effects | EF_MUZZLEFLASH;
  575. self.attack_finished = time + 1.3;
  576. self.weaponframe = self.weaponframe + 1;
  577.  
  578. SuperDamageSound();
  579. W_Bfg_Fire();
  580. self.punchangle_x = -4;
  581.  
  582. //if (self.weaponframe == 21)
  583. //sound (self, CHAN_WEAPON, "weapons/bfgcrank.wav", 1, ATTN_NORM);
  584. };
  585.  
  586. void() player_bfgshot2 =[$rockatt1, player_bfgshot3 ] {self.weaponframe = self.weaponframe + 1;};
  587. void() player_bfgshot3 =[$rockatt2, player_bfgshot4 ] {self.weaponframe = self.weaponframe + 1;};
  588. void() player_bfgshot4 =[$rockatt3, player_bfgshot5 ] {self.weaponframe = self.weaponframe + 1;};
  589. void() player_bfgshot5 =[$rockatt4, player_bfgshot6 ] {self.weaponframe = self.weaponframe + 1;};
  590. void() player_bfgshot6 =[$rockatt5, player_bfgshot7 ] {self.weaponframe = self.weaponframe + 1;};
  591. void() player_bfgshot7 =[$rockatt6, player_bfgshot8 ] {self.weaponframe = self.weaponframe + 1;};
  592. void() player_bfgshot8 =[$light1, player_bfgshot9 ] {self.weaponframe = self.weaponframe + 1;};
  593. void() player_bfgshot9 =[$light1, player_bfgshot10 ] {self.weaponframe = self.weaponframe + 1;};
  594. void() player_bfgshot10 =[$light1, player_bfgcrank1 ] {self.weaponframe = self.weaponframe + 1;};
  595.  
  596. void() player_bfgcrank1 =[$light1, player_bfgcrank2 ] {sound (self, CHAN_WEAPON, "weapons/bfgcrank.wav", 1, ATTN_NORM); self.weaponframe = self.weaponframe + 1;};
  597. void() player_bfgcrank2 =[$light1, player_bfgcrank3 ] {self.weaponframe = self.weaponframe + 1;};
  598. void() player_bfgcrank3 =[$light1, player_run ] {self.weaponframe = self.weaponframe + 1;};
  599.  
  600.  
  601. //============================================================================
  602.  
  603. void() player_light1 =[$light1, player_light2 ]
  604. {
  605. self.effects = self.effects | EF_MUZZLEFLASH;
  606.  
  607. if (!self.button0)
  608. {player_run ();return;}
  609. self.weaponframe = self.weaponframe + 1;
  610. if (self.weaponframe == 5)
  611. self.weaponframe = 1;
  612. SuperDamageSound();
  613. W_FireLightning();
  614. self.attack_finished = time + 0.2;
  615. };
  616. void() player_light2 =[$light2, player_light1 ]
  617. {
  618. self.effects = self.effects | EF_MUZZLEFLASH;
  619.  
  620. if (!self.button0)
  621. {player_run ();return;}
  622. self.weaponframe = self.weaponframe + 1;
  623. if (self.weaponframe == 5)
  624. self.weaponframe = 1;
  625. SuperDamageSound();
  626. W_FireLightning();
  627. self.attack_finished = time + 0.2;
  628. };
  629.  
  630. //============================================================================
  631.  
  632.  
  633. void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
  634. self.effects = self.effects | EF_MUZZLEFLASH;};
  635. void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
  636. void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
  637. void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
  638. void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
  639. void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
  640. void(float num_bubbles) DeathBubbles;
  641.  
  642. void() PainSound =
  643. {
  644. local float rs;
  645.  
  646. if (self.health < 0)
  647. return;
  648.  
  649. if (damage_attacker.classname == "teledeath")
  650. {
  651. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  652. return;
  653. }
  654.  
  655. // water pain sounds
  656. if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
  657. {
  658. DeathBubbles(1);
  659. if (random() > 0.5)
  660. sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
  661. else
  662. sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
  663. return;
  664. }
  665.  
  666. // slime pain sounds
  667. if (self.watertype == CONTENT_SLIME)
  668. {
  669. // FIX ME put in some steam here
  670. if (random() > 0.5)
  671. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  672. else
  673. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  674. return;
  675. }
  676.  
  677. if (self.watertype == CONTENT_LAVA)
  678. {
  679. if (random() > 0.5)
  680. sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
  681. else
  682. sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
  683. return;
  684. }
  685.  
  686. if (self.pain_finished > time)
  687. {
  688. self.axhitme = 0;
  689. return;
  690. }
  691. self.pain_finished = time + 0.5;
  692.  
  693. // don't make multiple pain sounds right after each other
  694.  
  695. // ax pain sound
  696. if (self.axhitme == 1)
  697. {
  698. self.axhitme = 0;
  699. sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
  700. return;
  701. }
  702.  
  703.  
  704. rs = rint((random() * 5) + 1);
  705.  
  706. self.noise = "";
  707. if (rs == 1)
  708. self.noise = "player/pain1.wav";
  709. else if (rs == 2)
  710. self.noise = "player/pain2.wav";
  711. else if (rs == 3)
  712. self.noise = "player/pain3.wav";
  713. else if (rs == 4)
  714. self.noise = "player/pain4.wav";
  715. else if (rs == 5)
  716. self.noise = "player/pain5.wav";
  717. else
  718. self.noise = "player/pain6.wav";
  719.  
  720. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
  721. return;
  722. };
  723.  
  724. void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
  725. void() player_pain2 = [ $pain2, player_pain3 ] {};
  726. void() player_pain3 = [ $pain3, player_pain4 ] {};
  727. void() player_pain4 = [ $pain4, player_pain5 ] {};
  728. void() player_pain5 = [ $pain5, player_pain6 ] {};
  729. void() player_pain6 = [ $pain6, player_run ] {};
  730.  
  731. void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
  732. void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
  733. void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
  734. void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
  735. void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
  736. void() player_axpain6 = [ $axpain6, player_run ] {};
  737.  
  738. void() player_pain =
  739. {
  740. if (self.weaponframe)
  741. return;
  742.  
  743. if (self.invisible_finished > time)
  744. return; // eyes don't have pain frames
  745.  
  746. if (self.weapon == IT_AXE)
  747. player_axpain1 ();
  748. else
  749. player_pain1 ();
  750. };
  751.  
  752. void() player_diea1;
  753. void() player_dieb1;
  754. void() player_diec1;
  755. void() player_died1;
  756. void() player_diee1;
  757. void() player_die_ax1;
  758.  
  759. void() DeathBubblesSpawn =
  760. {
  761. local entity bubble;
  762. if (self.owner.waterlevel != 3)
  763. return;
  764. bubble = spawn();
  765. setmodel (bubble, "progs/s_bubble.spr");
  766. setorigin (bubble, self.owner.origin + '0 0 24');
  767. bubble.movetype = MOVETYPE_NOCLIP;
  768. bubble.solid = SOLID_NOT;
  769. bubble.velocity = '0 0 15';
  770. bubble.nextthink = time + 0.5;
  771. bubble.think = bubble_bob;
  772. bubble.classname = "bubble";
  773. bubble.frame = 0;
  774. bubble.cnt = 0;
  775. setsize (bubble, '-8 -8 -8', '8 8 8');
  776. self.nextthink = time + 0.1;
  777. self.think = DeathBubblesSpawn;
  778. self.air_finished = self.air_finished + 1;
  779. if (self.air_finished >= self.bubble_count)
  780. remove(self);
  781. };
  782.  
  783. void(float num_bubbles) DeathBubbles =
  784. {
  785. local entity bubble_spawner;
  786.  
  787. bubble_spawner = spawn();
  788. setorigin (bubble_spawner, self.origin);
  789. bubble_spawner.movetype = MOVETYPE_NONE;
  790. bubble_spawner.solid = SOLID_NOT;
  791. bubble_spawner.nextthink = time + 0.1;
  792. bubble_spawner.think = DeathBubblesSpawn;
  793. bubble_spawner.air_finished = 0;
  794. bubble_spawner.owner = self;
  795. bubble_spawner.bubble_count = num_bubbles;
  796. return;
  797. };
  798.  
  799.  
  800. void() DeathSound =
  801. {
  802. local float rs;
  803.  
  804. // water death sounds
  805. if (self.waterlevel == 3)
  806. {
  807. DeathBubbles(20);
  808. sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  809. return;
  810. }
  811.  
  812. rs = rint ((random() * 4) + 1);
  813. if (rs == 1)
  814. self.noise = "player/death1.wav";
  815. if (rs == 2)
  816. self.noise = "player/death2.wav";
  817. if (rs == 3)
  818. self.noise = "player/death3.wav";
  819. if (rs == 4)
  820. self.noise = "player/death4.wav";
  821. if (rs == 5)
  822. self.noise = "player/death5.wav";
  823.  
  824. sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
  825. return;
  826. };
  827.  
  828.  
  829. void() PlayerDead =
  830. {
  831. self.nextthink = -1;
  832. // allow respawn after a certain time
  833. self.deadflag = DEAD_DEAD;
  834. };
  835.  
  836. vector(float dm) VelocityForDamage =
  837. {
  838. local vector v;
  839.  
  840. v_x = 100 * crandom();
  841. v_y = 100 * crandom();
  842. v_z = 200 + 100 * random();
  843.  
  844. if (dm > -50)
  845. {
  846. // dprint ("level 1\n");
  847. v = v * 0.7;
  848. }
  849. else if (dm > -200)
  850. {
  851. // dprint ("level 3\n");
  852. v = v * 2;
  853. }
  854. else
  855. v = v * 10;
  856.  
  857. return v;
  858. };
  859.  
  860. void(string gibname, float dm) ThrowGib =
  861. {
  862. local entity new;
  863.  
  864. new = spawn();
  865. new.origin = self.origin;
  866. setmodel (new, gibname);
  867. setsize (new, '0 0 0', '0 0 0');
  868. new.velocity = VelocityForDamage (dm);
  869. new.movetype = MOVETYPE_BOUNCE;
  870. new.solid = SOLID_NOT;
  871. new.avelocity_x = random()*600;
  872. new.avelocity_y = random()*600;
  873. new.avelocity_z = random()*600;
  874. new.think = SUB_Remove;
  875. new.ltime = time;
  876. new.nextthink = time + 10 + random()*10;
  877. new.frame = 0;
  878. new.flags = 0;
  879. };
  880.  
  881. void(string gibname, float dm) ThrowHead =
  882. {
  883. setmodel (self, gibname);
  884. self.frame = 0;
  885. self.nextthink = -1;
  886. self.movetype = MOVETYPE_BOUNCE;
  887. self.takedamage = DAMAGE_NO;
  888. self.solid = SOLID_NOT;
  889. self.view_ofs = '0 0 8';
  890. setsize (self, '-16 -16 0', '16 16 56');
  891. self.velocity = VelocityForDamage (dm);
  892. self.origin_z = self.origin_z - 24;
  893. self.flags = self.flags - (self.flags & FL_ONGROUND);
  894. self.avelocity = crandom() * '0 600 0';
  895. };
  896.  
  897.  
  898. void() GibPlayer =
  899. {
  900. ThrowHead ("progs/h_player.mdl", self.health);
  901. ThrowGib ("progs/gib1.mdl", self.health);
  902. ThrowGib ("progs/gib2.mdl", self.health);
  903. ThrowGib ("progs/gib3.mdl", self.health);
  904.  
  905. self.deadflag = DEAD_DEAD;
  906.  
  907. if (damage_attacker.classname == "teledeath")
  908. {
  909. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  910. return;
  911. }
  912.  
  913. if (damage_attacker.classname == "teledeath2")
  914. {
  915. sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
  916. return;
  917. }
  918.  
  919. if (random() < 0.5)
  920. sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
  921. else
  922. sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
  923. };
  924.  
  925. void() PlayerDie =
  926. {
  927. local float i;
  928.  
  929. self.items = self.items - (self.items & IT_INVISIBILITY);
  930. self.invisible_finished = 0; // don't die as eyes
  931. self.invincible_finished = 0;
  932. self.super_damage_finished = 0;
  933. self.radsuit_finished = 0;
  934. self.modelindex = modelindex_player; // don't use eyes
  935.  
  936. if (deathmatch || coop)
  937. DropBackpack();
  938.  
  939. self.weaponmodel="";
  940. self.view_ofs = '0 0 -8';
  941. self.deadflag = DEAD_DYING;
  942. self.solid = SOLID_NOT;
  943. self.flags = self.flags - (self.flags & FL_ONGROUND);
  944. self.movetype = MOVETYPE_TOSS;
  945. if (self.velocity_z < 10)
  946. self.velocity_z = self.velocity_z + random()*300;
  947.  
  948. if (self.health < -40)
  949. {
  950. GibPlayer ();
  951. return;
  952. }
  953.  
  954. DeathSound();
  955.  
  956. self.angles_x = 0;
  957. self.angles_z = 0;
  958.  
  959. if (self.weapon == IT_AXE)
  960. {
  961. player_die_ax1 ();
  962. return;
  963. }
  964.  
  965. i = cvar("temp1");
  966. if (!i)
  967. i = 1 + floor(random()*6);
  968.  
  969. if (i == 1)
  970. player_diea1();
  971. else if (i == 2)
  972. player_dieb1();
  973. else if (i == 3)
  974. player_diec1();
  975. else if (i == 4)
  976. player_died1();
  977. else
  978. player_diee1();
  979.  
  980. };
  981.  
  982. void() set_suicide_frame =
  983. { // used by klill command and diconnect command
  984. if (self.model != "progs/player.mdl")
  985. return; // allready gibbed
  986. self.frame = $deatha11;
  987. self.solid = SOLID_NOT;
  988. self.movetype = MOVETYPE_TOSS;
  989. self.deadflag = DEAD_DEAD;
  990. self.nextthink = -1;
  991. };
  992.  
  993.  
  994. void() player_diea1 = [ $deatha1, player_diea2 ] {};
  995. void() player_diea2 = [ $deatha2, player_diea3 ] {};
  996. void() player_diea3 = [ $deatha3, player_diea4 ] {};
  997. void() player_diea4 = [ $deatha4, player_diea5 ] {};
  998. void() player_diea5 = [ $deatha5, player_diea6 ] {};
  999. void() player_diea6 = [ $deatha6, player_diea7 ] {};
  1000. void() player_diea7 = [ $deatha7, player_diea8 ] {};
  1001. void() player_diea8 = [ $deatha8, player_diea9 ] {};
  1002. void() player_diea9 = [ $deatha9, player_diea10 ] {};
  1003. void() player_diea10 = [ $deatha10, player_diea11 ] {};
  1004. void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
  1005.  
  1006. void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
  1007. void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
  1008. void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
  1009. void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
  1010. void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
  1011. void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
  1012. void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
  1013. void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
  1014. void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
  1015.  
  1016. void() player_diec1 = [ $deathc1, player_diec2 ] {};
  1017. void() player_diec2 = [ $deathc2, player_diec3 ] {};
  1018. void() player_diec3 = [ $deathc3, player_diec4 ] {};
  1019. void() player_diec4 = [ $deathc4, player_diec5 ] {};
  1020. void() player_diec5 = [ $deathc5, player_diec6 ] {};
  1021. void() player_diec6 = [ $deathc6, player_diec7 ] {};
  1022. void() player_diec7 = [ $deathc7, player_diec8 ] {};
  1023. void() player_diec8 = [ $deathc8, player_diec9 ] {};
  1024. void() player_diec9 = [ $deathc9, player_diec10 ] {};
  1025. void() player_diec10 = [ $deathc10, player_diec11 ] {};
  1026. void() player_diec11 = [ $deathc11, player_diec12 ] {};
  1027. void() player_diec12 = [ $deathc12, player_diec13 ] {};
  1028. void() player_diec13 = [ $deathc13, player_diec14 ] {};
  1029. void() player_diec14 = [ $deathc14, player_diec15 ] {};
  1030. void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
  1031.  
  1032. void() player_died1 = [ $deathd1, player_died2 ] {};
  1033. void() player_died2 = [ $deathd2, player_died3 ] {};
  1034. void() player_died3 = [ $deathd3, player_died4 ] {};
  1035. void() player_died4 = [ $deathd4, player_died5 ] {};
  1036. void() player_died5 = [ $deathd5, player_died6 ] {};
  1037. void() player_died6 = [ $deathd6, player_died7 ] {};
  1038. void() player_died7 = [ $deathd7, player_died8 ] {};
  1039. void() player_died8 = [ $deathd8, player_died9 ] {};
  1040. void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
  1041.  
  1042. void() player_diee1 = [ $deathe1, player_diee2 ] {};
  1043. void() player_diee2 = [ $deathe2, player_diee3 ] {};
  1044. void() player_diee3 = [ $deathe3, player_diee4 ] {};
  1045. void() player_diee4 = [ $deathe4, player_diee5 ] {};
  1046. void() player_diee5 = [ $deathe5, player_diee6 ] {};
  1047. void() player_diee6 = [ $deathe6, player_diee7 ] {};
  1048. void() player_diee7 = [ $deathe7, player_diee8 ] {};
  1049. void() player_diee8 = [ $deathe8, player_diee9 ] {};
  1050. void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
  1051.  
  1052. void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
  1053. void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
  1054. void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
  1055. void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
  1056. void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
  1057. void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
  1058. void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
  1059. void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
  1060. void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
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