A few things: I believe the death message is sent from the parent::..., but that same parent::... does a bunch of other important things involved in making the game work. Might be possible to catch it in MessageAllExcept and MessageClient. Figuring out how those work for death would involve quite a bit of trace(), dying, killing, logging, reading, logicing, inging, echo()ing, and perhaps a bit of getTaggedString()ing, since trace() doesn't do that automatically, and shows the id of the tagged string.
Next, there is no !==. There is only == and !=.
Finally, torque borrowed from the ancient language of C and decided that 0 means false, and any other number means true (It was probably a cycle or two faster on the early CPUs or something that doesn't matter nearly as much today, but I suspect the original Torque devs really liked those old languages...). Anything that isn't a number at all is also counted as false. Torque also treats the string "true" (case insensitive) as true, just to confuse you.
All of the important parts (how the game behaves) can be proven just by firing up the old singleplayer bedroom map, opening the console, and trying different things to see what works and how it responds. The rest can be discarded as a failed sense of humour or wild guesses about things that don't really matter anyway.