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quakemapping/mod_xj19/my_progs/player.qc
2020-01-01 23:35:17 +01:00

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/*==============================================================================
PLAYER
==============================================================================*/
$cd id1/models/player_4
$origin 0 -6 24
$base base
$skin skin
$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
// attacks
$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
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
void() player_run;
// Updated player idle/fire weapon frame logic to be consistent
// Bug highlighted by Stas "dwere" Kuznetsov
float IDLE_WEAPON_FRAME = 0; // Default idle state
float FIRE_WEAPON_FRAME = 1; // Start of firing frames
/*==============================================================================
PLAYER AXE
Frame 0 - Idle LOW
Frame 1 - Idle HIGH
Axe A Original - 1,2,3,4 New - 3,4,5,7 a3,a4,a5,a7
Axe B Original - 5,6,7,8 New - 10,11,13,14 b3,b4,b6,b7
Axe C Original - 1,2,3,4 New - 17,18,20,21 c3,c4,c6,c7
Axe D Original - 5,6,7,8 New - 24,25,26,28 d3,d4,d5,d7
Axe E Original - x,x,x,x New - 31,32,34,35 e3,e4,e6,e7
============================================================================*/
void() player_axe1 = [$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=9;};
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=10;};
void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=11;W_FireAxe();};
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=12;};
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=13;};
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=14;};
void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=15;W_FireAxe();};
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=16;};
void() player_axee1 = [$axattd1, player_axee2 ] {self.weaponframe=17;};
void() player_axee2 = [$axattd2, player_axee3 ] {self.weaponframe=18;};
void() player_axee3 = [$axattd3, player_axee4 ] {self.weaponframe=19;W_FireAxe();};
void() player_axee4 = [$axattd4, player_run ] {self.weaponframe=20;};
//============================================================================
void() player_stand1 =[ $axstnd1, player_stand1 ] {
self.weaponframe=IDLE_WEAPON_FRAME;
if (self.velocity_x || self.velocity_y) {
self.walkframe = 0;
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;
};
//============================================================================
void() player_run =[ $rockrun1, player_run ] {
// Get out of any weapon animation
self.weaponframe = IDLE_WEAPON_FRAME;
// Standing around has different animation sets
if (!self.velocity_x && !self.velocity_y) {
self.walkframe = 0;
player_stand1();
return;
}
// make sure correct player animation active
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 = self.frame + self.walkframe;
}
// Check for player feet sound, using velocity & ground flag
if ((self.walkframe == 2 || self.walkframe == 5) &&
self.flags & FL_ONGROUND) {
self.cnt = fabs(self.velocity_x + self.velocity_y);
// Need to be moving before feet sounds
if (self.cnt > 50) monster_footstep(FALSE);
}
// Update frame
self.walkframe = self.walkframe + 1;
};
//============================================================================
void() player_run_nofeet =[ $rockrun1, player_run ] {
// Get out of any weapon animation
self.weaponframe = IDLE_WEAPON_FRAME;
// Standing around has different animation sets
if (!self.velocity_x && !self.velocity_y) {
self.walkframe = 0;
player_stand1();
return;
}
// make sure correct player animation active
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 = self.frame + self.walkframe;
}
// Update frame
self.walkframe = self.walkframe + 1;
};
//----------------------------------------------------------------------
void(entity targ) remoteplayer_run =
{
local entity tself;
tself = self; self = targ;
// This has to run the block above otherwise weaponframe errors
// the animation code "xx = [ $x, x ]" has to be run
// The above code cannot be pasted into this function
// Be careful with this function, it needs a certain layout!
player_run_nofeet();
self = tself;
};
//============================================================================
void() player_sgreset = [$shotatt1, player_sg2 ] {
self.weaponframe=FIRE_WEAPON_FRAME;
};
void() player_sg1 = [$shotatt1, player_sg1 ] {
self.weaponframe=IDLE_WEAPON_FRAME;
if (!self.button0) { player_run(); return; }
W_FireShotgun ();
};
void() player_sg2 = [$shotatt2, player_sg3 ] { self.weaponframe=2; };
void() player_sg3 = [$shotatt3, player_sg4 ] { self.weaponframe=3; };
void() player_sg4 = [$shotatt4, player_sg5 ] { self.weaponframe=4; };
void() player_sg5 = [$shotatt5, player_sg1 ] { self.weaponframe=5; };
//============================================================================
void() player_ssgreset = [$shotatt1, player_supersg2 ] {
self.weaponframe=FIRE_WEAPON_FRAME;
};
void() player_supersg1 = [$shotatt1, player_supersg1 ] {
self.weaponframe=IDLE_WEAPON_FRAME;
if (!self.button0) { player_run(); return; }
W_FireSuperShotgun ();
};
void() player_supersg2 = [$shotatt2, player_supersg3 ] { self.weaponframe=2; };
void() player_supersg3 = [$shotatt3, player_supersg4 ] { self.weaponframe=3; };
void() player_supersg4 = [$shotatt4, player_supersg5 ] { self.weaponframe=4; };
void() player_supersg5 = [$shotatt5, player_supersg6 ] { self.weaponframe=5; };
void() player_supersg6 = [$shotatt6, player_supersg1 ] { self.weaponframe=6;
// If player has one shell left, switch to SG after SSG fire animation
if (self.ammo_shells < 2) { forceweaponswitch(0.2); return;}};
//============================================================================
// The Nailgun
//============================================================================
void(float oframe, float ox) nail_upd = {
if (!self.button0) { player_run(); return; }
self.weaponframe = oframe;
W_FireSpikes (0,ox);
};
void() player_nail1 = [$nailatt1, player_nail2 ] {nail_upd(1,2);};
void() player_nail2 = [$nailatt2, player_nail3 ] {nail_upd(2,-2);};
void() player_nail3 = [$nailatt1, player_nail4 ] {nail_upd(3,2);};
void() player_nail4 = [$nailatt2, player_nail5 ] {nail_upd(4,-2);};
void() player_nail5 = [$nailatt1, player_nail6 ] {nail_upd(5,2);};
void() player_nail6 = [$nailatt2, player_nail7 ] {nail_upd(6,-2);};
void() player_nail7 = [$nailatt1, player_nail8 ] {nail_upd(7,2);};
void() player_nail8 = [$nailatt2, player_nail1 ] {nail_upd(8,-2);};
//============================================================================
// The Super Nailgun
// I really liked the idea of saving the frame number of the SNG
// so that when it stops/starts it remembers where it left off
// Unfortunately the gun is reset to frame 0 - the idle state
// when the weapon is not being fired.
// - SNG projectile offset idea by Kinn
//============================================================================
void(float oframe, float oz, float ox) snail_upd = {
if (!self.button0) { player_run(); return; }
self.weaponframe = oframe;
W_FireSpikes (oz,ox);
};
void() player_snail1 = [$nailatt1, player_snail2 ] {snail_upd(1,8,2.5);};
void() player_snail2 = [$nailatt2, player_snail3 ] {snail_upd(2,5.5,-3.5);};
void() player_snail3 = [$nailatt1, player_snail4 ] {snail_upd(3,3,2.5);};
void() player_snail4 = [$nailatt2, player_snail5 ] {snail_upd(4,9,0);};
void() player_snail5 = [$nailatt1, player_snail6 ] {snail_upd(5,3,-2.5);};
void() player_snail6 = [$nailatt2, player_snail7 ] {snail_upd(6,5.5,3.5);};
void() player_snail7 = [$nailatt1, player_snail8 ] {snail_upd(7,8,-2.5);};
void() player_snail8 = [$nailatt2, player_snail1 ] {snail_upd(8,2,0);};
//============================================================================
void() player_plasma1 =[$light1, player_plasma2 ] {
if (!self.button0) { player_run(); return; }
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe >= 5) self.weaponframe = FIRE_WEAPON_FRAME;
W_FirePlasma();
};
void() player_plasma2 =[$light2, player_plasma1 ] {
if (!self.button0) { player_run(); return; }
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe >= 5) self.weaponframe = FIRE_WEAPON_FRAME;
W_FirePlasma();
};
//============================================================================
void() player_light1 =[$light1, player_light2 ] {
if (!self.button0) { player_run(); return; }
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe >= 5) self.weaponframe = FIRE_WEAPON_FRAME;
W_FireLightning();
};
void() player_light2 =[$light2, player_light1 ] {
if (!self.button0) { player_run(); return; }
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe >= 5) self.weaponframe = FIRE_WEAPON_FRAME;
W_FireLightning();
};
//============================================================================
void() player_rockreset =[$rockatt1, player_rocket2 ] {
self.weaponframe=FIRE_WEAPON_FRAME;
};
void() player_rocket1 =[$rockatt1, player_rocket1 ] {
self.weaponframe=IDLE_WEAPON_FRAME;
if (!self.button0) { player_run(); return; }
W_FireRocket();
};
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 =[$rockatt6, player_rocket1 ] { self.weaponframe=6;};
//============================================================================
void() player_grenreset =[$rockatt1, player_grenade2 ] {
self.weaponframe=FIRE_WEAPON_FRAME;
};
void() player_grenade1 =[$rockatt1, player_grenade1 ] {
self.weaponframe=IDLE_WEAPON_FRAME;
if (!self.button0) { player_run(); return; }
W_FireGrenade();
};
void() player_grenade2 =[$rockatt2, player_grenade3 ] { self.weaponframe=2;};
void() player_grenade3 =[$rockatt3, player_grenade4 ] { self.weaponframe=3;};
void() player_grenade4 =[$rockatt4, player_grenade5 ] { self.weaponframe=4;};
void() player_grenade5 =[$rockatt5, player_grenade6 ] { self.weaponframe=5;};
void() player_grenade6 =[$rockatt6, player_grenade1 ] { self.weaponframe=6;};
//----------------------------------------------------------------------
// Only used for the player when they die
//----------------------------------------------------------------------
void() misc_bubble_bob;
void() death_bubble_spawn =
{
local entity bubble;
if (self.owner.waterlevel != 3) return;
bubble = spawn();
bubble.classname = "bubble";
bubble.solid = SOLID_NOT;
bubble.movetype = MOVETYPE_NOCLIP;
setmodel (bubble, SBUBBLE_DROWN);
bubble.frame = bubble.cnt = 0;
setorigin (bubble, self.owner.origin + '0 0 24');
setsize (bubble, '-8 -8 -8', '8 8 8');
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = misc_bubble_bob;
self.nextthink = time + 0.1;
self.think = death_bubble_spawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count) remove(self);
};
//----------------------------------------------------------------------
void(float num_bubbles) death_bubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn();
bubble_spawner.owner = self;
bubble_spawner.air_finished = 0;
bubble_spawner.bubble_count = num_bubbles;
setorigin (bubble_spawner, self.origin);
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = death_bubble_spawn;
};
//============================================================================
void() PainSound =
{
if (self.health < 0) return;
if (self.pain_finished > time) { self.axhitme = 0; return; }
// don't make multiple pain sounds right after each other
self.pain_finished = time + 0.5;
if (damage_attacker.classname == "teledeath") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
}
// water pain sounds
else if (self.watertype == CONTENT_WATER && self.waterlevel == 3) {
death_bubbles(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);
}
// slime pain sounds
else if (self.watertype == CONTENT_SLIME) {
// FIX ME put in some steam here
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);
}
else 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);
}
else {
// ax pain sound
if (self.axhitme > 0) {
self.axhitme = 0;
// Player been hit by an axe (MP thing)
sound (self, CHAN_VOICE, SOUND_AXE_PLAYER, 1, ATTN_NORM);
}
else {
self.lip = rint((random() * 5) + 1);
if (self.lip == 1) self.noise = "player/pain1.wav";
else if (self.lip == 2) self.noise = "player/pain2.wav";
else if (self.lip == 3) self.noise = "player/pain3.wav";
else if (self.lip == 4) self.noise = "player/pain4.wav";
else if (self.lip == 5) self.noise = "player/pain5.wav";
else self.noise = "player/pain6.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
}
};
//============================================================================
void() player_pain1 = [ $pain1, player_pain2 ] {
PainSound();
self.weaponframe=IDLE_WEAPON_FRAME;
};
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 ] {
PainSound();
self.weaponframe=IDLE_WEAPON_FRAME;
};
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 ] {};
//============================================================================
void(entity inflictor, entity attacker, float damage) player_pain =
{
if (self.weaponframe) return;
if (self.invisible_finished > time) return; // eyes don't have pain frames
if (self.weapon == IT_AXE) player_axpain1 ();
else player_pain1 ();
};
//============================================================================
void() player_dead =
{
self.nextthink = -1;
// allow respawn after a certain time
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 ] {player_dead();};
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 ] {player_dead();};
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 ] {player_dead();};
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 ] {player_dead();};
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 ] {player_dead();};
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 ] {player_dead();};
//============================================================================
void() player_death_sound =
{
// water death sounds
if (self.waterlevel == 3) {
death_bubbles(20);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
}
else {
self.lip = rint ((random() * 4) + 1);
if (self.lip == 2) self.noise = "player/death2.wav";
else if (self.lip == 3) self.noise = "player/death3.wav";
else if (self.lip == 4) self.noise = "player/death4.wav";
else if (self.lip == 5) self.noise = "player/death5.wav";
else self.noise = "player/death1.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
}
};
//============================================================================
void() player_gib =
{
// Set all gib/death flags correctly
self.gibbed = TRUE;
self.deadflag = DEAD_DEAD;
self.takedamage = DAMAGE_NO;
self.nextthink = -1;
// Let the head model bounce around
self.movetype = MOVETYPE_BOUNCE;
setmodel (self, self.headmdl);
setsize (self, '-16 -16 0', '16 16 32');
self.frame = 0; // Reset frame, head model only has 1 frame
self.height = 1; // Do not remove after model fadeout
ThrowGib(1, 1);
ThrowGib(2, 1);
ThrowGib(3, 1);
ThrowGib(4, rint(random()*2));
ThrowGib(5, 1);
// Lots of vertical momentum
self.velocity_x = 50 * crandom();
self.velocity_y = 50 * crandom();
self.velocity_z = 200 + 100 * random();
// Minimal angle rotation
self.avelocity = '0 0 0';
self.avelocity_y = 200 + random() * 200;
self.angles = '0 0 0';
self.angles_y = self.ideal_yaw = random() * 360;
// Play GIB death sound
if (damage_attacker.classname == "teledeath")
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
else if (damage_attacker.classname == "teledeath2")
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
else {
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() player_death =
{
// don't let sbar look bad if a player
if (self.health < -99) self.health = -99;
if (deathmatch || coop) DropBackpack();
// Remove all powerup/debuff effects
ResetPowerSystem(self);
ResetDebuffSystem(self);
self.weaponmodel="";
self.view_ofs = '0 0 8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
// Remove floor/ground flag, time to fly
self.flags = self.flags - (self.flags & FL_ONGROUND);
setorigin(self, self.origin + '0 0 1');
// Did the player explode from high damage?
if (self.health < self.gibhealth) player_gib();
else {
player_death_sound();
self.angles_x = self.angles_z = 0;
if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + random()*300;
if (self.weapon == IT_AXE) player_die_ax1 ();
else {
self.lip = 1 + floor(random()*6);
if (self.lip == 1) player_diea1();
else if (self.lip == 2) player_dieb1();
else if (self.lip == 3) player_diec1();
else if (self.lip == 4) player_died1();
else player_diee1();
}
}
};
//============================================================================
void() set_suicide_frame =
{
// used by kill command and diconnect command
if (self.gibbed == TRUE) return; // already gibbed
self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
};