📄 m_gunner.pas
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[
ai_run, 26, NULL,
ai_run, 9, NULL,
ai_run, 9, NULL,
ai_run, 9, NULL,
ai_run, 15, NULL,
ai_run, 10, NULL,
ai_run, 13, NULL,
ai_run, 6, NULL
];
const
gunner_move_run: mmove_t = (FRAME_run01, FRAME_run08, gunner_frames_run, NULL);
procedure gunner_run (self: edict_t);
begin
if (self.monsterinfo.aiflags = AI_STAND_GROUND) then
self.monsterinfo.currentmove := gunner_move_stand
else
self.monsterinfo.currentmove := gunner_move_run;
end;
const
gunner_frames_runandshoot: mframe_t =
[
ai_run, 32, NULL,
ai_run, 15, NULL,
ai_run, 10, NULL,
ai_run, 18, NULL,
ai_run, 8, NULL,
ai_run, 20, NULL
];
const
gunner_move_runandshoot: mmove_t = (FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL);
procedure gunner_runandshoot (self: edict_t);
begin
self.monsterinfo.currentmove := gunner_move_runandshoot;
end;
const
gunner_frames_pain3: mframe_t =
[
ai_move, -3, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL
];
const
gunner_move_pain3: mmove_t = (FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run);
const
gunner_frames_pain2: mframe_t =
[
ai_move, -2, NULL,
ai_move, 11, NULL,
ai_move, 6, NULL,
ai_move, 2, NULL,
ai_move, -1, NULL,
ai_move, -7, NULL,
ai_move, -2, NULL,
ai_move, -7, NULL
];
const
gunner_move_pain2: mmove_t = (FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run);
const
gunner_frames_pain1: mframe_t =
[
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, -5, NULL,
ai_move, 3, NULL,
ai_move, -1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, -2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
];
gunner_move_pain1: mmove_t = (FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run);
procedure gunner_pain (self, other: edict_t; kick: float; damage: 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 random() = 1 then
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if skill.value = 3 then
exit; // no pain anims in nightmare
if damage <= 10 then
self.monsterinfo.currentmove := gunner_move_pain3
else if damage <= 25 then
self.monsterinfo.currentmove := gunner_move_pain2
else
self.monsterinfo.currentmove := gunner_move_pain1;
end;
procedure gunner_dead (self: edict_t);
begin
VectorSet (self.mins, -16, -16, -24);
VectorSet (self.maxs, 16, 16, -8);
self.movetype := MOVETYPE_TOSS;
self.svflags := SVF_DEADMONSTER;
self.nextthink := 0;
gi.linkentity (self);
end;
const
gunner_frames_death: mframe_t =
[
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -7, NULL,
ai_move, -3, NULL,
ai_move, -5, NULL,
ai_move, 8, NULL,
ai_move, 6, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
];
const
gunner_move_death: mmove_t = (FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead);
procedure gunner_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 n := 1 do
ThrowGib (self, 'models/objects/gibs/bone/tris.md2', damage, GIB_ORGANIC);
for n := 0 to n := 3 do
ThrowGib (self, 'models/objects/gibs/sm_meat/tris.md2', damage, GIB_ORGANIC);
ThrowHead (self, 'models/objects/gibs/head2/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 := gunner_move_death;
end;
procedure gunner_duck_down (self: edict_t);
begin
if self.monsterinfo.aiflags = AI_DUCKED then Exit;
self.monsterinfo.aiflags := AI_DUCKED;
if skill.value >= 2 then
if random() > 0.5 then
GunnerGrenade (self);
self.maxs[2] := 32;
self.takedamage := DAMAGE_YES;
self.monsterinfo.pausetime := level.time + 1;
gi.linkentity (self);
end;
procedure gunner_duck_hold (self: edict_t);
begin
if level.time >= self.monsterinfo.pausetime then
self.monsterinfo.aiflags := AI_HOLD_FRAME;
else
self.monsterinfo.aiflags := AI_HOLD_FRAME;
end;
procedure gunner_duck_up (self: edict_t);
begin
self.monsterinfo.aiflags := AI_DUCKED;
self.maxs[2] := 32;
self.takedamage := DAMAGE_AIM;
gi.linkentity (self);
end;
const
gunner_frames_duck: mframe_t =
[
ai_move, 1, gunner_duck_down,
ai_move, 1, NULL,
ai_move, 1, gunner_duck_hold,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, 0, gunner_duck_up,
ai_move, -1, NULL
];
gunner_move_duck: mmove_t = (FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run);
procedure gunner_dodge (self, attacker: edict_t; eta: float);
begin
if random() > 0.25 then exit;
if self.enemy then
self.enemy := attacker;
self.monsterinfo.currentmove := gunner_move_duck;
end;
procedure gunner_opengun (self: edict_t);
begin
gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
end;
procedure GunnerFire (self: edict_t);
var
start,
forward, right,
target, aim: vec3_t;
flash_number: integer;
begin
flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self.s.frame - FRAME_attak216);
AngleVectors (self.s.angles, forward, right, NULL);
G_ProjectSource (self.s.origin, monster_flash_offset[flash_number], forward, right, start);
// project enemy back a bit and target there
VectorCopy (self.enemy.s.origin, target);
VectorMA (target, -0.2, self.enemy.velocity, target);
target[2] := self.enemy.viewheight;
VectorSubtract (target, start, aim);
VectorNormalize (aim);
monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
end;
procedure GunnerGrenade (self: edict_t);
var
start,
forward, right, aim: vec3_t;
flash_number: integer;
begin
if (self->s.frame == FRAME_attak105)
flash_number = MZ2_GUNNER_GRENADE_1;
else if (self->s.frame == FRAME_attak108)
flash_number = MZ2_GUNNER_GRENADE_2;
else if (self->s.frame == FRAME_attak111)
flash_number = MZ2_GUNNER_GRENADE_3;
else // (self->s.frame == FRAME_attak114)
flash_number = MZ2_GUNNER_GRENADE_4;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
//FIXME : do a spread -225 -75 75 225 degrees around forward
VectorCopy (forward, aim);
monster_fire_grenade (self, start, aim, 50, 600, flash_number);
end;
mframe_t gunner_frames_attack_chain [] =
{
/*
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
*/
ai_charge, 0, gunner_opengun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
gunner_move_attack_chain: mmove_t = (FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain);
mframe_t gunner_frames_fire_chain [] =
{
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire
};
gunner_move_fire_chain: mmove_t = (FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain);
mframe_t gunner_frames_endfire_chain [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
gunner_move_endfire_chain: mmove_t = (FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run);
mframe_t gunner_frames_attack_grenade [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
gunner_move_attack_grenade: mmove_t = (FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run);
procedure gunner_attack(self: edict_t);
begin
if (range (self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
else
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
else
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
end;
procedure gunner_fire_chain(self: edict_t);
begin
self->monsterinfo.currentmove = &gunner_move_fire_chain;
end;
procedure gunner_refire_chain(self: edict_t);
begin
if (self->enemy->health > 0)
if ( visible (self, self->enemy) )
if (random() <= 0.5)
{
self->monsterinfo.currentmove = &gunner_move_fire_chain;
return;
}
self->monsterinfo.currentmove = &gunner_move_endfire_chain;
end;
// QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
procedure SP_monster_gunner (self: edict_t);
begin
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_death = gi.soundindex ("gunner/death1.wav");
sound_pain = gi.soundindex ("gunner/gunpain2.wav");
sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
sound_idle = gi.soundindex ("gunner/gunidle1.wav");
sound_open = gi.soundindex ("gunner/gunatck1.wav");
sound_search = gi.soundindex ("gunner/gunsrch1.wav");
sound_sight = gi.soundindex ("gunner/sight1.wav");
gi.soundindex ("gunner/gunatck2.wav");
gi.soundindex ("gunner/gunatck3.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
self->health = 175;
self->gib_health = -70;
self->mass = 200;
self->pain = gunner_pain;
self->die = gunner_die;
self->monsterinfo.stand = gunner_stand;
self->monsterinfo.walk = gunner_walk;
self->monsterinfo.run = gunner_run;
self->monsterinfo.dodge = gunner_dodge;
self->monsterinfo.attack = gunner_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = gunner_sight;
self->monsterinfo.search = gunner_search;
gi.linkentity (self);
self->monsterinfo.currentmove = &gunner_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
end;
end.
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