$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 $frame stand1 stand2 stand3 stand4 stand5 $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 $frame axdeth7 axdeth8 axdeth9 $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 $frame deatha9 deatha10 deatha11 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 $frame deathd8 deathd9 $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 $frame deathe8 deathe9 $frame nailatt1 nailatt2 $frame light1 light2 $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 void() player_run; /*========== player_stand ==========*/ void() player_stand = { self.weaponframe = 0; if (self.velocity_x || self.velocity_y) { player_run(); return; } if (self.weapon == IT_AXE) { if (self.walkframe >= 12) self.walkframe = 0; self.frame = $axstnd1 + self.walkframe; } else { if (self.walkframe >= 5) self.walkframe = 0; self.frame = $stand1 + self.walkframe; } self.walkframe = self.walkframe + 1; self.think = player_stand; self.nextthink = time + 0.1; }; /*========== player_run ==========*/ void() player_run = { self.weaponframe = 0; if (!self.velocity_x && !self.velocity_y) { player_stand(); return; } if (self.weapon == IT_AXE) { if (self.walkframe >= 6) self.walkframe = 0; self.frame = $axrun1 + self.walkframe; } else { if (self.walkframe >= 6) self.walkframe = 0; self.frame = $rockrun1 + self.walkframe; } self.walkframe = self.walkframe + 1; self.think = player_run; self.nextthink = time + 0.1; }; void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;}; void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;}; void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();}; void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;}; void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;}; void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;}; void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();}; void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;}; void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;}; void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;}; void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();}; void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;}; void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;}; void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;}; void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();}; void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;}; void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;}; void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;}; void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;}; void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;}; void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;}; /*========== player_nail ==========*/ void() player_nail = { if (!self.button0) { player_run(); return; } self.effects = self.effects | EF_MUZZLEFLASH; self.weaponframe = self.weaponframe + 1; if (self.weaponframe > 8) self.weaponframe = 1; W_QuadDamageSound(); if (self.frame == $nailatt1) { self.frame = $nailatt2; W_FireSpikes(-4); } else { self.frame = $nailatt1; W_FireSpikes(4); } self.attack_finished = time + 0.2; self.think = player_nail; self.nextthink = time + 0.1; }; void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;self.effects = self.effects | EF_MUZZLEFLASH;}; void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;}; void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;}; void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;}; void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;}; void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;}; /*========== player_lightning ==========*/ void() player_lightning = { if (!self.button0) { player_run(); return; } if (self.frame == $light1) self.frame = $light2; else self.frame = $light1; self.effects = self.effects | EF_MUZZLEFLASH; self.weaponframe = self.weaponframe + 1; if (self.weaponframe > 4) self.weaponframe = 1; W_QuadDamageSound(); W_FireLightning(); self.attack_finished = time + 0.2; self.think = player_lightning; self.nextthink = time + 0.1; }; /*========== PlayerDeathBubblesSpawn ==========*/ static void() PlayerDeathBubblesSpawn = { if (self.owner.waterlevel != 3) { remove(self); return; } if (self.count <= 0) { remove(self); return; } self.count = self.count - 1; self.think = PlayerDeathBubblesSpawn; self.nextthink = time + 0.01; entity bubble = spawn(); bubble.classname = "bubble"; bubble.owner = self.owner; bubble.solid = SOLID_NOT; bubble.movetype = MOVETYPE_NOCLIP; setmodel (bubble, "progs/s_bubble.spr"); setsize (bubble, '-8 -8 -8', '8 8 8'); setorigin (bubble, self.owner.origin + self.owner.view_ofs); bubble.velocity = '0 0 15'; bubble.think = bubble_bob; bubble.nextthink = time + 0.5; }; /*========== PlayerDeathBubbles ==========*/ static void(float num) PlayerDeathBubbles = { entity e = spawn(); e.classname = "bubblespawner"; e.owner = self; setorigin (e, self.origin); e.movetype = MOVETYPE_NONE; e.solid = SOLID_NOT; e.count = num; e.think = PlayerDeathBubblesSpawn; e.nextthink = time + 0.01; }; /*========== PlayerPainSound ==========*/ void(entity attacker) PlayerPainSound = { // liquid pain sounds if (self.watertype == CONTENT_WATER) { if (self.waterlevel == 3) { PlayerDeathBubbles(1); if (random() < 0.5) sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); return; } } if (self.watertype == CONTENT_SLIME) { if (random() < 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.watertype == CONTENT_LAVA) { if (random() < 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.pain_finished > time) return; self.pain_finished = time + 0.5; /*if (self.axhitme == 1) { self.axhitme = 0; sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); return; }*/ float r = randomrange(6); if (r == 0) sound (self, CHAN_VOICE, "player/pain1.wav", 1, ATTN_NORM); else if (r == 1) sound (self, CHAN_VOICE, "player/pain2.wav", 1, ATTN_NORM); else if (r == 2) sound (self, CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM); else if (r == 3) sound (self, CHAN_VOICE, "player/pain4.wav", 1, ATTN_NORM); else if (r == 4) sound (self, CHAN_VOICE, "player/pain5.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/pain6.wav", 1, ATTN_NORM); }; void() player_pain1 = [ $pain1, player_pain2 ] {}; void() player_pain2 = [ $pain2, player_pain3 ] {}; void() player_pain3 = [ $pain3, player_pain4 ] {}; void() player_pain4 = [ $pain4, player_pain5 ] {}; void() player_pain5 = [ $pain5, player_pain6 ] {}; void() player_pain6 = [ $pain6, player_run ] {}; void() player_axpain1 = [ $axpain1, player_axpain2 ] {}; void() player_axpain2 = [ $axpain2, player_axpain3 ] {}; void() player_axpain3 = [ $axpain3, player_axpain4 ] {}; void() player_axpain4 = [ $axpain4, player_axpain5 ] {}; void() player_axpain5 = [ $axpain5, player_axpain6 ] {}; void() player_axpain6 = [ $axpain6, player_run ] {}; /*========== player_pain ==========*/ void(entity attacker, float damage) player_pain = { if (self.weaponframe) return; if (self.items & IT_INVISIBILITY) return; PlayerPainSound(attacker); if (self.weapon == IT_AXE) player_axpain1 (); else player_pain1 (); }; /*========== PlayerDeathSound ==========*/ static void() PlayerDeathSound = { // water death sounds if (self.waterlevel == 3) { PlayerDeathBubbles(20); sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); return; } float r = randomrange(5); if (r == 0) self.noise = "player/death1.wav"; else if (r == 1) self.noise = "player/death2.wav"; else if (r == 2) self.noise = "player/death3.wav"; else if (r == 3) self.noise = "player/death4.wav"; else self.noise = "player/death5.wav"; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE); }; /*========== PlayerDead ==========*/ static void() PlayerDead = { self.think = SUB_Null; self.nextthink = -1; self.deadflag = DEAD_DEAD; }; 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();}; /*========== PlayerDie ==========*/ void(entity inflictor, entity attacker) PlayerDie = { // remove any powerups self.effects = 0; self.items = self.items - (self.items & (IT_SUPERHEALTH | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) ); self.modelindex = modelindex_player; if (deathmatch || coop) DropBackpack(); self.weaponmodel = ""; // check for gib if (self.health < -40) { SpawnGib("progs/gib1.mdl"); SpawnGib("progs/gib2.mdl"); SpawnGib("progs/gib3.mdl"); SpawnGib("progs/gib4.mdl"); SpawnGib("progs/gib5.mdl"); SpawnGib("progs/blood.mdl"); SpawnGib("progs/blood.mdl"); BecomeGibs(); return; } // remove any pitch and roll and set eye position self.angles_x = 0; self.angles_z = 0; self.view_ofs = '0 0 -8'; self.deadflag = DEAD_DYING; self.solid = SOLID_NOT; self.movetype = MOVETYPE_TOSS; // give a dying player an upward push self.flags = self.flags - (self.flags & FL_ONGROUND); if (self.velocity_z < 10) self.velocity_z = self.velocity_z + random()*300; // choose death animation PlayerDeathSound(); if (self.weapon == IT_AXE) { player_die_ax1 (); return; } float i = randomrange(5); if (i == 0) player_diea1(); else if (i == 1) player_dieb1(); else if (i == 2) player_diec1(); else if (i == 3) player_died1(); else player_diee1(); };