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📄 m_boss3.pas

📁 雷神之锤2(Quake2)Delphi源码
💻 PAS
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{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): m_boss3.h                                                         }
{                                                                            }
{ Initial conversion by : Ben Watt (ben@delphigamedev.com)                   }
{ Initial conversion on : 29-Jan-2002                                        }
{                                                                            }
{ This File contains part of convertion of Quake2 source to ObjectPascal.    }
{ More information about this project can be found at:                       }
{ http://www.sulaco.co.za/quake2/                                            }
{                                                                            }
{ Copyright (C) 1997-2001 Id Software, Inc.                                  }
{                                                                            }
{ This program is free software; you can redistribute it and/or              }
{ modify it under the terms of the GNU General Public License                }
{ as published by the Free Software Foundation; either version 2             }
{ of the License, or (at your option) any later version.                     }
{                                                                            }
{ This program is distributed in the hope that it will be useful,            }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of             }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.                       }
{                                                                            }
{ See the GNU General Public License for more details.                       }
{                                                                            }
{----------------------------------------------------------------------------}
{ Updated on :                                                               }
{ Updated by :                                                               }
{                                                                            }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on:                               }
{ 1.) g_local.h and game.h                                                   }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{ 1.) test compilation with the above two units                              }
{----------------------------------------------------------------------------}
{
==============================================================================

boss3

==============================================================================
}

unit m_boss3;

interface

const MODEL_SCALE     = 1.000000;

{$I g_local.inc}
{$I m_boss32.inc}

procedure Use_Boss3(ent, other, activator : edict_t);
procedure Think_Boss3Stand(ent : edict_t);
procedure SP_monster_boss3_stand(self : edict_t);

procedure Use_Boss3(ent, other, activator : edict_t);
begin
  gi.WriteByte(svc_temp_entity);
  gi.WriteByte(TE_BOSSTPORT);
  gi.WritePosition(ent.s.origin);
  gi.multicast(ent.s.origin, MULTICAST_PVS);
  G_FreeEdict(ent);
end;

procedure Think_Boss3Stand(ent : edict_t);
begin
  if ent.s.frame = FRAME_stand260 then
    ent.s.frame := FRAME_stand201
  else
  begin
    ent.s.frame   := ent.s.frame + 1;
    ent.nextthink := level.time + FRAMETIME;
  end;
end;

{QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)

Just stands and cycles in one place until targeted, then teleports away.}
procedure SP_monster_boss3_stand(self : edict_t);
begin
  if (deathmatch.value) then
  begin
    G_FreeEdict(self);
    exit;
  end;

  self.movetype := MOVETYPE_STEP;
  self.solid := SOLID_BBOX;
  self.model := 'models/monsters/boss3/rider/tris.md2';
  self.s.modelindex := gi.modelindex(self.model);
  self.s.frame := FRAME_stand201;

  gi.soundindex('misc/bigtele.wav');

  VectorSet(self.mins, -32, -32, 0);
  VectorSet(self.maxs,  32, 32, 90);

  self.use := Use_Boss3;
  self.think := Think_Boss3Stand;
  self.nextthink := level.time + FRAMETIME;
  gi.linkentity(self);
end;

end.

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