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📄 m_boss31.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
💻 JAVA
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            //	   missile attack ?            if (self.monsterinfo.attack == null)                return false;            if (GameBase.level.time < self.monsterinfo.attack_finished)                return false;            if (enemy_range == Defines.RANGE_FAR)                return false;            if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) {                chance = 0.4f;            } else if (enemy_range == Defines.RANGE_MELEE) {                chance = 0.8f;            } else if (enemy_range == Defines.RANGE_NEAR) {                chance = 0.4f;            } else if (enemy_range == Defines.RANGE_MID) {                chance = 0.2f;            } else {                return false;            }            if (Lib.random() < chance) {                self.monsterinfo.attack_state = Defines.AS_MISSILE;                self.monsterinfo.attack_finished = GameBase.level.time + 2                        * Lib.random();                return true;            }            if ((self.flags & Defines.FL_FLY) != 0) {                if (Lib.random() < 0.3)                    self.monsterinfo.attack_state = Defines.AS_SLIDING;                else                    self.monsterinfo.attack_state = Defines.AS_STRAIGHT;            }            return false;        }    };    //    //	   stand    //    static mframe_t jorg_frames_stand[] = new mframe_t[] {            new mframe_t(GameAI.ai_stand, 0, jorg_idle),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            // 10            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            // 20            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            // 30            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 19, null),            new mframe_t(GameAI.ai_stand, 11, jorg_step_left),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 6, null),            new mframe_t(GameAI.ai_stand, 9, jorg_step_right),            new mframe_t(GameAI.ai_stand, 0, null),            // 40            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -2, null),            new mframe_t(GameAI.ai_stand, -17, jorg_step_left),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -12, null),            // 50            new mframe_t(GameAI.ai_stand, -14, jorg_step_right) // 51    };    static mmove_t jorg_move_stand = new mmove_t(FRAME_stand01, FRAME_stand51,            jorg_frames_stand, null);    static mframe_t jorg_frames_run[] = new mframe_t[] {            new mframe_t(GameAI.ai_run, 17, jorg_step_left),            new mframe_t(GameAI.ai_run, 0, null),            new mframe_t(GameAI.ai_run, 0, null),            new mframe_t(GameAI.ai_run, 0, null),            new mframe_t(GameAI.ai_run, 12, null),            new mframe_t(GameAI.ai_run, 8, null),            new mframe_t(GameAI.ai_run, 10, null),            new mframe_t(GameAI.ai_run, 33, jorg_step_right),            new mframe_t(GameAI.ai_run, 0, null),            new mframe_t(GameAI.ai_run, 0, null),            new mframe_t(GameAI.ai_run, 0, null),            new mframe_t(GameAI.ai_run, 9, null),            new mframe_t(GameAI.ai_run, 9, null),            new mframe_t(GameAI.ai_run, 9, null) };    static mmove_t jorg_move_run = new mmove_t(FRAME_walk06, FRAME_walk19,            jorg_frames_run, null);    //    //	   walk    //    static mframe_t jorg_frames_start_walk[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 5, null),            new mframe_t(GameAI.ai_walk, 6, null),            new mframe_t(GameAI.ai_walk, 7, null),            new mframe_t(GameAI.ai_walk, 9, null),            new mframe_t(GameAI.ai_walk, 15, null) };    static mmove_t jorg_move_start_walk = new mmove_t(FRAME_walk01,            FRAME_walk05, jorg_frames_start_walk, null);    static mframe_t jorg_frames_walk[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 17, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 12, null),            new mframe_t(GameAI.ai_walk, 8, null),            new mframe_t(GameAI.ai_walk, 10, null),            new mframe_t(GameAI.ai_walk, 33, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 9, null),            new mframe_t(GameAI.ai_walk, 9, null),            new mframe_t(GameAI.ai_walk, 9, null) };    static mmove_t jorg_move_walk = new mmove_t(FRAME_walk06, FRAME_walk19,            jorg_frames_walk, null);    static mframe_t jorg_frames_end_walk[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 11, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 8, null),            new mframe_t(GameAI.ai_walk, -8, null) };    static mmove_t jorg_move_end_walk = new mmove_t(FRAME_walk20, FRAME_walk25,            jorg_frames_end_walk, null);    static EntThinkAdapter jorg_walk = new EntThinkAdapter() {    	public String getID() { return "jorg_walk"; }        public boolean think(edict_t self) {            self.monsterinfo.currentmove = jorg_move_walk;            return true;        }    };    static EntThinkAdapter jorg_run = new EntThinkAdapter() {    	public String getID() { return "jorg_run"; }        public boolean think(edict_t self) {            if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)                self.monsterinfo.currentmove = jorg_move_stand;            else                self.monsterinfo.currentmove = jorg_move_run;            return true;        }    };    static mframe_t jorg_frames_pain3[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -28, null),            new mframe_t(GameAI.ai_move, -6, null),            new mframe_t(GameAI.ai_move, -3, jorg_step_left),            new mframe_t(GameAI.ai_move, -9, null),            new mframe_t(GameAI.ai_move, 0, jorg_step_right),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -7, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, -11, null),            new mframe_t(GameAI.ai_move, -4, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 10, null),            new mframe_t(GameAI.ai_move, 11, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 10, null),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 10, null),            new mframe_t(GameAI.ai_move, 7, jorg_step_left),            new mframe_t(GameAI.ai_move, 17, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, jorg_step_right) };    static mmove_t jorg_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain325,            jorg_frames_pain3, jorg_run);    static mframe_t jorg_frames_pain2[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t jorg_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain203,            jorg_frames_pain2, jorg_run);    static mframe_t jorg_frames_pain1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t jorg_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain103,            jorg_frames_pain1, jorg_run);    static mframe_t jorg_frames_death1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            // 10            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            // 20            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            // 30            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            // 40            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, M_Boss32.MakronToss),            new mframe_t(GameAI.ai_move, 0, M_Supertank.BossExplode) // 50    };    static mmove_t jorg_move_death = new mmove_t(FRAME_death01, FRAME_death50,            jorg_frames_death1, jorg_dead);    static mframe_t jorg_frames_attack2[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, jorgBFG),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t jorg_move_attack2 = new mmove_t(FRAME_attak201,            FRAME_attak213, jorg_frames_attack2, jorg_run);    static mframe_t jorg_frames_start_attack1[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null) };    static mmove_t jorg_move_start_attack1 = new mmove_t(FRAME_attak101,            FRAME_attak108, jorg_frames_start_attack1, jorg_attack1);    static mframe_t jorg_frames_attack1[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, jorg_firebullet),            new mframe_t(GameAI.ai_charge, 0, jorg_firebullet),            new mframe_t(GameAI.ai_charge, 0, jorg_firebullet),            new mframe_t(GameAI.ai_charge, 0, jorg_firebullet),            new mframe_t(GameAI.ai_charge, 0, jorg_firebullet),            new mframe_t(GameAI.ai_charge, 0, jorg_firebullet) };    static mmove_t jorg_move_attack1 = new mmove_t(FRAME_attak109,            FRAME_attak114, jorg_frames_attack1, jorg_reattack1);    static mframe_t jorg_frames_end_attack1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t jorg_move_end_attack1 = new mmove_t(FRAME_attak115,            FRAME_attak118, jorg_frames_end_attack1, jorg_run);    /*     * QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn     * Sight     */    public static void SP_monster_jorg(edict_t self) {        if (GameBase.deathmatch.value != 0) {            GameUtil.G_FreeEdict(self);            return;        }        sound_pain1 = GameBase.gi.soundindex("boss3/bs3pain1.wav");        sound_pain2 = GameBase.gi.soundindex("boss3/bs3pain2.wav");        sound_pain3 = GameBase.gi.soundindex("boss3/bs3pain3.wav");        sound_death = GameBase.gi.soundindex("boss3/bs3deth1.wav");        sound_attack1 = GameBase.gi.soundindex("boss3/bs3atck1.wav");        sound_attack2 = GameBase.gi.soundindex("boss3/bs3atck2.wav");        sound_search1 = GameBase.gi.soundindex("boss3/bs3srch1.wav");        sound_search2 = GameBase.gi.soundindex("boss3/bs3srch2.wav");        sound_search3 = GameBase.gi.soundindex("boss3/bs3srch3.wav");        sound_idle = GameBase.gi.soundindex("boss3/bs3idle1.wav");        sound_step_left = GameBase.gi.soundindex("boss3/step1.wav");        sound_step_right = GameBase.gi.soundindex("boss3/step2.wav");        sound_firegun = GameBase.gi.soundindex("boss3/xfire.wav");        sound_death_hit = GameBase.gi.soundindex("boss3/d_hit.wav");        M_Boss32.MakronPrecache();        self.movetype = Defines.MOVETYPE_STEP;        self.solid = Defines.SOLID_BBOX;        self.s.modelindex = GameBase.gi                .modelindex("models/monsters/boss3/rider/tris.md2");        self.s.modelindex2 = GameBase.gi                .modelindex("models/monsters/boss3/jorg/tris.md2");        Math3D.VectorSet(self.mins, -80, -80, 0);        Math3D.VectorSet(self.maxs, 80, 80, 140);        self.health = 3000;        self.gib_health = -2000;        self.mass = 1000;        self.pain = jorg_pain;        self.die = jorg_die;        self.monsterinfo.stand = jorg_stand;        self.monsterinfo.walk = jorg_walk;        self.monsterinfo.run = jorg_run;        self.monsterinfo.dodge = null;        self.monsterinfo.attack = jorg_attack;        self.monsterinfo.search = jorg_search;        self.monsterinfo.melee = null;        self.monsterinfo.sight = null;        self.monsterinfo.checkattack = Jorg_CheckAttack;        GameBase.gi.linkentity(self);        self.monsterinfo.currentmove = jorg_move_stand;        self.monsterinfo.scale = MODEL_SCALE;        GameAI.walkmonster_start.think(self);    }}

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