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📄 m_float.pas

📁 雷神之锤2(Quake2)Delphi源码
💻 PAS
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// PLEASE, don't modify this file
// 99% complete

{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): m_float.c                                                         }
{                                                                            }
{ Initial conversion by : YgriK (Igor Karpov) - glYgriK@hotbox.ru            }
{ Initial conversion on : 01-Feb-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) unit: g_local                                                           }
{ 2) unit: q_shared                                                          }
{ 3) unit: game                                                              }
{ 4) unit: m_flash                                                           }
{                                                                            }
{ .) unit: g_ai                                                              }
{                                                                            }
{ 1) inc:  m_float                                                           }
{                                                                            }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{ 1) Do more tests                                                           }
{                                                                            }
{----------------------------------------------------------------------------}

{*
==============================================================================

floater

==============================================================================
*}


unit m_float;

interface

uses g_local;

procedure SP_monster_floater (self : edict_p);

implementation

uses q_shared, game, m_flash {, g_ai};

{$I 'm_float.inc'}




//REMOVE!!!
var
  gi : game_import_t;  //from G_LOCAL or G_MAIN;

type
  float = single;

//from G_AI
procedure ai_stand (self : edict_p; dist : float); cdecl;
begin
end;
procedure ai_walk (self : edict_p; dist : float); cdecl;
begin
end;
procedure ai_move (self : edict_p; dist : float); cdecl;
begin
end;
procedure ai_charge(self : edict_p; dist : float); cdecl;
begin
end;
procedure ai_run(self : edict_p; dist : float); cdecl;
begin
end;

//function fire_hit - from G_WEAPON or G_LOCAL

//from G_MISC or G_LOCAL
//proc ThrowHead
//proc ThrowGib

//from G_MONSTER or G_LOCAL
//proc walkmonster_start

//REMOVE!!!



//static int sound_Xxx;
var

  sound_attack2,

  sound_attack3,
  sound_death1,                        a
  sound_idle,
  sound_pain1,
  sound_pain2,
  sound_sight  : integer;


//procedure floater_sight (edict_t *self, edict_t *other);
procedure floater_sight (self, other : edict_p);
begin
  gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;//procedure

procedure floater_idle (self : edict_p);
begin
  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;//procedure


//void floater_stand1 (edict_t *self);
procedure floater_dead (self : edict_p); cdecl; forward;
//void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);*)
procedure floater_run (self : edict_p); cdecl; forward;
procedure floater_wham (self : edict_p); cdecl; forward;
procedure floater_zap (self : edict_p); cdecl; forward;


procedure floater_fire_blaster (self : edict_p); cdecl;
var
  start,
  forward_, right,
  end_,
  dir : vec3_t;
  effect : integer;

begin
  if ((self.s.frame = FRAME_attak104) OR (self.s.frame = FRAME_attak107))
  then effect := EF_HYPERBLASTER
  else effect := 0;
  AngleVectors (self.s.angles, @forward_, @right, Nil);
//Y  G_ProjectSource (self.s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward_, right, start);

  VectorCopy (self.enemy.s.origin, end_);
  end_[2] := end_[2] +self.enemy.viewheight;
  VectorSubtract (end_, start, dir);

//Y  monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
end;//procedure

const
  floater_frames_stand1 : array [0..51] of mframe_t = (
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil) );
  floater_move_stand1 : mmove_t = (firstframe: FRAME_stand101;  lastframe: FRAME_stand152;  frame: @floater_frames_stand1;  endfunc: Nil);

  floater_frames_stand2 : array [0..51] of mframe_t = (
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),

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