g_misc.c
来自「著名物理引擎Hawk的源代码」· C语言 代码 · 共 189 行
C
189 行
/* G_misc.c, HAWK game engine
*
* Copyright 1997-1998 by Phil Frisbie, Jr.
* for Hawk Software
*
*/
#include "G_main.h"
#include "G_math.h"
void SP_viewthing (entity_t *entity)
{
}
void SP_light (entity_t *entity)
{
}
void SP_light_mine1 (entity_t *entity)
{
}
void SP_light_mine2 (entity_t *entity)
{
}
void SP_info_null (entity_t *entity)
{
}
void SP_info_notnull (entity_t *entity)
{
}
void SP_path_corner (entity_t *entity)
{
}
void SP_point_combat (entity_t *entity)
{
}
void SP_misc_explobox (entity_t *entity)
{
OBJECT *misc;
misc = gi.ObjectAdd();
GetVectorForKey (entity, "origin", misc->origin);
misc->angles[Z] = FloatForKey(entity, "angle");
misc->mins[X] = -100;
misc->mins[Y] = -100;
misc->mins[Z] = -200;
misc->maxs[X] = 100;
misc->maxs[Y] = 100;
misc->maxs[Z] = 200;
misc->classname = "misc_explobox";
misc->type = O_MISC;
misc->next = NULL;
misc->model = gi.ModelLoad("models/objects/barrels/tris.md2");
misc->animation = NO_ANIMATION;
misc->update = NULL;
}
void SP_misc_banner (entity_t *entity)
{
OBJECT *misc;
misc = gi.ObjectAdd();
GetVectorForKey (entity, "origin", misc->origin);
misc->angles[Z] = FloatForKey(entity, "angle");
misc->mins[X] = -100;
misc->mins[Y] = -100;
misc->mins[Z] = -200;
misc->maxs[X] = 100;
misc->maxs[Y] = 100;
misc->maxs[Z] = 200;
misc->classname = "misc_banner";
misc->type = O_MISC;
misc->next = NULL;
misc->model = gi.ModelLoad("models/objects/banner/tris.md2");
misc->animation = gi.AnimationAdd();
gi.AnimationSetDefault(misc->animation, 0, 15);
gi.AnimationSetCurrentFrame(misc->animation, rand() % 16);
misc->update = NULL;
}
void SP_misc_satellite_dish (entity_t *entity)
{
}
void SP_misc_actor (entity_t *entity)
{
}
void SP_misc_gib_arm (entity_t *entity)
{
}
void SP_misc_gib_leg (entity_t *entity)
{
}
void SP_misc_gib_head (entity_t *entity)
{
}
void SP_misc_insane (entity_t *entity)
{
}
void SP_misc_deadsoldier (entity_t *entity)
{
OBJECT *misc;
int flags;
misc = gi.ObjectAdd();
flags = IntForKey(entity, "spawnflags");
GetVectorForKey (entity, "origin", misc->origin);
misc->angles[Z] = FloatForKey(entity, "angle");
misc->mins[X] = -100;
misc->mins[Y] = -100;
misc->mins[Z] = -200;
misc->maxs[X] = 100;
misc->maxs[Y] = 100;
misc->maxs[Z] = 200;
misc->classname = "misc_deadsoldier";
misc->type = O_MISC;
misc->next = NULL;
misc->model = gi.ModelLoad("models/deadbods/dude/tris.md2");
misc->animation = gi.AnimationAdd();
misc->update = NULL;
if(flags&2)
gi.AnimationSetDefault(misc->animation, 1, 1);
else if(flags&4)
gi.AnimationSetDefault(misc->animation, 2, 2);
else if(flags&8)
gi.AnimationSetDefault(misc->animation, 3, 3);
else if(flags&16)
gi.AnimationSetDefault(misc->animation, 4, 4);
else if(flags&32)
gi.AnimationSetDefault(misc->animation, 5, 5);
else
gi.AnimationSetDefault(misc->animation, 0, 0);
}
void SP_misc_viper (entity_t *entity)
{
}
void SP_misc_viper_bomb (entity_t *entity)
{
}
void SP_misc_bigviper (entity_t *entity)
{
}
void SP_misc_strogg_ship (entity_t *entity)
{
}
void SP_misc_teleporter (entity_t *entity)
{
}
void SP_misc_teleporter_dest (entity_t *entity)
{
}
void SP_misc_blackhole (entity_t *entity)
{
}
void SP_misc_eastertank (entity_t *entity)
{
}
void SP_misc_easterchick (entity_t *entity)
{
}
void SP_misc_easterchick2 (entity_t *entity)
{
}
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