📄 m_soldier.java
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self.monsterinfo.pausetime = GameBase.level.time + (3 + Lib.rand() % 8) * Defines.FRAMETIME; Monster.monster_fire_bullet(self, start, aim, 2, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, flash_index); if (GameBase.level.time >= self.monsterinfo.pausetime) self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; else self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME; } } static EntThinkAdapter soldier_cock = new EntThinkAdapter() { public String getID(){ return "soldier_cock"; } public boolean think(edict_t self) { if (self.s.frame == FRAME_stand322) GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cock, 1, Defines.ATTN_IDLE, 0); else GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cock, 1, Defines.ATTN_NORM, 0); return true; } }; // STAND static mframe_t soldier_frames_stand1[] = new mframe_t[] { new mframe_t(GameAI.ai_stand, 0, soldier_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), 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), 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) }; static mmove_t soldier_move_stand1 = new mmove_t(FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand); static mframe_t soldier_frames_stand3[] = new mframe_t[] { 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), 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), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, soldier_cock), 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), 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) }; static mmove_t soldier_move_stand3 = new mmove_t(FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand); static mframe_t soldier_frames_walk1[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 3, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 1, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 3, null), new mframe_t(GameAI.ai_walk, -1, soldier_walk1_random), 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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) }; static mmove_t soldier_move_walk1 = new mmove_t(FRAME_walk101, FRAME_walk133, soldier_frames_walk1, null); static mframe_t soldier_frames_walk2[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 4, null), new mframe_t(GameAI.ai_walk, 4, null), new mframe_t(GameAI.ai_walk, 9, null), new mframe_t(GameAI.ai_walk, 8, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 1, null), new mframe_t(GameAI.ai_walk, 3, null), new mframe_t(GameAI.ai_walk, 7, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 7, null) }; static mmove_t soldier_move_walk2 = new mmove_t(FRAME_walk209, FRAME_walk218, soldier_frames_walk2, null); // // RUN // static mframe_t soldier_frames_start_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 7, null), new mframe_t(GameAI.ai_run, 5, null) }; static mmove_t soldier_move_start_run = new mmove_t(FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run); static mframe_t soldier_frames_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 11, null), new mframe_t(GameAI.ai_run, 11, null), new mframe_t(GameAI.ai_run, 16, null), new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 15, null) }; static mmove_t soldier_move_run = new mmove_t(FRAME_run03, FRAME_run08, soldier_frames_run, null); // // DUCK // static EntThinkAdapter soldier_duck_hold = new EntThinkAdapter() { public String getID(){ return "soldier_duck_hold"; } public boolean think(edict_t self) { if (GameBase.level.time >= self.monsterinfo.pausetime) self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; else self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME; return true; } }; // // PAIN // static mframe_t soldier_frames_pain1[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -3, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run); static mframe_t soldier_frames_pain2[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -13, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 2, null) }; static mmove_t soldier_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run); static mframe_t soldier_frames_pain3[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -8, null), new mframe_t(GameAI.ai_move, 10, null), new mframe_t(GameAI.ai_move, -4, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -3, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 3, 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, 1, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 2, null) }; static mmove_t soldier_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run); static mframe_t soldier_frames_pain4[] = 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, -10, null), new mframe_t(GameAI.ai_move, -6, null), new mframe_t(GameAI.ai_move, 8, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 5, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_pain4 = new mmove_t(FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run); // // ATTACK // static int blaster_flash[] = { Defines.MZ2_SOLDIER_BLASTER_1, Defines.MZ2_SOLDIER_BLASTER_2, Defines.MZ2_SOLDIER_BLASTER_3, Defines.MZ2_SOLDIER_BLASTER_4, Defines.MZ2_SOLDIER_BLASTER_5, Defines.MZ2_SOLDIER_BLASTER_6, Defines.MZ2_SOLDIER_BLASTER_7, Defines.MZ2_SOLDIER_BLASTER_8 }; static int shotgun_flash[] = { Defines.MZ2_SOLDIER_SHOTGUN_1, Defines.MZ2_SOLDIER_SHOTGUN_2, Defines.MZ2_SOLDIER_SHOTGUN_3, Defines.MZ2_SOLDIER_SHOTGUN_4, Defines.MZ2_SOLDIER_SHOTGUN_5, Defines.MZ2_SOLDIER_SHOTGUN_6, Defines.MZ2_SOLDIER_SHOTGUN_7, Defines.MZ2_SOLDIER_SHOTGUN_8 }; static int machinegun_flash[] = { Defines.MZ2_SOLDIER_MACHINEGUN_1, Defines.MZ2_SOLDIER_MACHINEGUN_2, Defines.MZ2_SOLDIER_MACHINEGUN_3, Defines.MZ2_SOLDIER_MACHINEGUN_4, Defines.MZ2_SOLDIER_MACHINEGUN_5, Defines.MZ2_SOLDIER_MACHINEGUN_6, Defines.MZ2_SOLDIER_MACHINEGUN_7, Defines.MZ2_SOLDIER_MACHINEGUN_8 }; static mframe_t soldier_frames_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, soldier_fire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_cock), new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire2), 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 soldier_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run); static mframe_t soldier_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, soldier_fire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire1), 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, soldier_cock), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire2), 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 soldier_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run); static mframe_t soldier_frames_attack3[] = 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, soldier_fire3), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack3_refire), new mframe_t(GameAI.ai_charge, 0, soldier_duck_up), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t soldier_move_attack3 = new mmove_t(FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run); static mframe_t soldier_frames_attack4[] = 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, soldier_fire4), 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 soldier_move_attack4 = new mmove_t(FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run); static mframe_t soldier_frames_attack6[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 10, null), new mframe_t(GameAI.ai_charge, 4, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 11, soldier_fire8), new mframe_t(GameAI.ai_charge, 13, null), new mframe_t(GameAI.ai_charge, 18, null), new mframe_t(GameAI.ai_charge, 15, null), new mframe_t(GameAI.ai_charge, 14, null), new mframe_t(GameAI.ai_charge, 11, null), new mframe_t(GameAI.ai_charge, 8, null), new mframe_t(GameAI.ai_charge, 11, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 17, soldier_attack6_refire) }; static mmove_t soldier_move_attack6 = new mmove_t(FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run); static mframe_t soldier_frames_duck[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 5, soldier_duck_down), new mframe_t(GameAI.ai_move, -1, soldier_duck_hold), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 0, soldier_duck_up), new mframe_t(GameAI.ai_move, 5, null) }; static mmove_t soldier_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run); static mframe_t soldier_frames_death1[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, -10, null), new mframe_t(GameAI.ai_move, -10, null), new mframe_t(GameAI.ai_move, -10, null), new mframe_t(GameAI.ai_move, -5, 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
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