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📄 m_flipper.pas

📁 雷神之锤2(Quake2)Delphi源码
💻 PAS
📖 第 1 页 / 共 2 页
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procedure flipper_preattack(self : edict_t);
begin
  gi.sound(self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0);
end;

const
  flipper_frames_attack : Array[0..19] of mframe_t =
    ((aifunc:ai_charge; dist:0; thinkfunc:flipper_preattack),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:flipper_bite),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:nil),
     (aifunc:ai_charge; dist:0; thinkfunc:flipper_bite),
     (aifunc:ai_charge; dist:0; thinkfunc:nil));

  flipper_move_attack : mmove_t =
    (firstframe:FRAME_flpbit01; lastframe:FRAME_flpbit20; frame:flipper_frames_attack; endfunc:flipper_run);

procedure flipper_melee(self : edict_t);
begin
  self.monsterinfo.currentmove := flipper_move_attack;
end;

procedure flipper_pain(self, other : edict_t; kick : single; damage : integer);
var
  n : Integer;
begin
  if self.health < (self.max_health / 2) then
    self.s.skinnum := 1;

  if level.time < self.pain_debounce_time then
    exit;

  self.pain_debounce_time := level.time + 3;
	
  if skill.value = 3 then
    exit;		// no pain anims in nightmare

  n := random(2); // n = (rand() + 1) % 2;
  if n = 0 then
  begin
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self.monsterinfo.currentmove := flipper_move_pain1;
  end
  else
  begin
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
    self.monsterinfo.currentmove := flipper_move_pain2;
  end;
end;

procedure flipper_dead(self : edict_t);
begin
  VectorSet(self.mins, -16, -16, -24);
  VectorSet(self.maxs,  16,  16,  -8);
  self.movetype := MOVETYPE_TOSS;
  self.svflags := (self.svflags or SVF_DEADMONSTER);
  self.nextthink := 0;
  gi.linkentity(self);
end;

const
  flipper_frames_death : Array[0..55] of mframe_t =
    ((aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),

     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),

     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),

     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),

     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),

     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil));

  flipper_move_death : mmove_t =
    (firstframe:FRAME_flpdth01; lastframe:FRAME_flpdth56; frame:flipper_frames_death; endfunc:flipper_dead);

procedure flipper_sight(self, other : edict_t);
begin
  gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;

procedure flipper_die(self, inflictor, attacker : edict_t; damage : integer; point : vec3_t);
var
  n : integer;
begin
  // check for gib
  if self.health <= self.gib_health then
  begin
    gi.sound(self, CHAN_VOICE, gi.soundindex('misc/udeath.wav'), 1, ATTN_NORM, 0);
    for n := 0 to 1 do
      ThrowGib(self, 'models/objects/gibs/bone/tris.md2', damage, GIB_ORGANIC);
    for n := 0 to 1 do
      ThrowGib(self, 'models/objects/gibs/sm_meat/tris.md2', damage, GIB_ORGANIC);
    ThrowHead(self, 'models/objects/gibs/sm_meat/tris.md2', damage, GIB_ORGANIC);
    self.deadflag := DEAD_DEAD;
    exit;
  end;

  if self.deadflag = DEAD_DEAD then
    exit;

  // regular death
  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
  self.deadflag := DEAD_DEAD;
  self.takedamage := DAMAGE_YES;
  self.monsterinfo.currentmove := flipper_move_death;
end;

{QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
}
procedure SP_monster_flipper(self : edict_t);
begin
  if (deathmatch.value) then
  begin
    G_FreeEdict (self);
    exit;
  end;

  sound_pain1	     := gi.soundindex ('flipper/flppain1.wav');
  sound_pain2	     := gi.soundindex ('flipper/flppain2.wav');
  sound_death	     := gi.soundindex ('flipper/flpdeth1.wav');
  sound_chomp	     := gi.soundindex ('flipper/flpatck1.wav');
  sound_attack	     := gi.soundindex ('flipper/flpatck2.wav');
  sound_idle	     := gi.soundindex ('flipper/flpidle1.wav');
  sound_search	     := gi.soundindex ('flipper/flpsrch1.wav');
  sound_sight	     := gi.soundindex ('flipper/flpsght1.wav');

  self.movetype := MOVETYPE_STEP;
  self.solid := SOLID_BBOX;
  self.s.modelindex := gi.modelindex('models/monsters/flipper/tris.md2');
  VectorSet(self.mins, -16, -16, 0);
  VectorSet(self.maxs,  16,  16, 32);

  self.health := 50;
  self.gib_health := -30;
  self.mass := 100;

  self.pain := flipper_pain;
  self.die  := flipper_die;

  self.monsterinfo.stand := flipper_stand;
  self.monsterinfo.walk  := flipper_walk;
  self.monsterinfo.run   := flipper_start_run;
  self.monsterinfo.melee := flipper_melee;
  self.monsterinfo.sight := flipper_sight;

  gi.linkentity(self);

  self.monsterinfo.currentmove := flipper_move_stand;
  self.monsterinfo.scale := MODEL_SCALE;

  swimmonster_start(self);
end;

end.

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