⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 m_infantry.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
💻 JAVA
📖 第 1 页 / 共 3 页
字号:
    public final static int FRAME_death216 = 160;    public final static int FRAME_death217 = 161;    public final static int FRAME_death218 = 162;    public final static int FRAME_death219 = 163;    public final static int FRAME_death220 = 164;    public final static int FRAME_death221 = 165;    public final static int FRAME_death222 = 166;    public final static int FRAME_death223 = 167;    public final static int FRAME_death224 = 168;    public final static int FRAME_death225 = 169;    public final static int FRAME_death301 = 170;    public final static int FRAME_death302 = 171;    public final static int FRAME_death303 = 172;    public final static int FRAME_death304 = 173;    public final static int FRAME_death305 = 174;    public final static int FRAME_death306 = 175;    public final static int FRAME_death307 = 176;    public final static int FRAME_death308 = 177;    public final static int FRAME_death309 = 178;    public final static int FRAME_block01 = 179;    public final static int FRAME_block02 = 180;    public final static int FRAME_block03 = 181;    public final static int FRAME_block04 = 182;    public final static int FRAME_block05 = 183;    public final static int FRAME_attak101 = 184;    public final static int FRAME_attak102 = 185;    public final static int FRAME_attak103 = 186;    public final static int FRAME_attak104 = 187;    public final static int FRAME_attak105 = 188;    public final static int FRAME_attak106 = 189;    public final static int FRAME_attak107 = 190;    public final static int FRAME_attak108 = 191;    public final static int FRAME_attak109 = 192;    public final static int FRAME_attak110 = 193;    public final static int FRAME_attak111 = 194;    public final static int FRAME_attak112 = 195;    public final static int FRAME_attak113 = 196;    public final static int FRAME_attak114 = 197;    public final static int FRAME_attak115 = 198;    public final static int FRAME_attak201 = 199;    public final static int FRAME_attak202 = 200;    public final static int FRAME_attak203 = 201;    public final static int FRAME_attak204 = 202;    public final static int FRAME_attak205 = 203;    public final static int FRAME_attak206 = 204;    public final static int FRAME_attak207 = 205;    public final static int FRAME_attak208 = 206;    public final static float MODEL_SCALE = 1.000000f;    static int sound_pain1;    static int sound_pain2;    static int sound_die1;    static int sound_die2;    static int sound_gunshot;    static int sound_weapon_cock;    static int sound_punch_swing;    static int sound_punch_hit;    static int sound_sight;    static int sound_search;    static int sound_idle;    static mframe_t infantry_frames_stand[] = 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, null) };    static mmove_t infantry_move_stand = new mmove_t(FRAME_stand50,            FRAME_stand71, infantry_frames_stand, null);    public static EntThinkAdapter infantry_stand = new EntThinkAdapter() {    	public String getID() { return "infantry_stand"; }        public boolean think(edict_t self) {            self.monsterinfo.currentmove = infantry_move_stand;            return true;        }    };    static mframe_t infantry_frames_fidget[] = new mframe_t[] {            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, 3, null),            new mframe_t(GameAI.ai_stand, 6, null),            new mframe_t(GameAI.ai_stand, 3, 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, 1, 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, 1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -2, null),            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, -1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -1, 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, -1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -1, null),            new mframe_t(GameAI.ai_stand, -1, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, -3, null),            new mframe_t(GameAI.ai_stand, -2, null),            new mframe_t(GameAI.ai_stand, -3, null),            new mframe_t(GameAI.ai_stand, -3, null),            new mframe_t(GameAI.ai_stand, -2, null) };    static mmove_t infantry_move_fidget = new mmove_t(FRAME_stand01,            FRAME_stand49, infantry_frames_fidget, infantry_stand);    static EntThinkAdapter infantry_fidget = new EntThinkAdapter() {    	public String getID() { return "infantry_fidget"; }        public boolean think(edict_t self) {            self.monsterinfo.currentmove = infantry_move_fidget;            GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1,                    Defines.ATTN_IDLE, 0);            return true;        }    };    static mframe_t infantry_frames_walk[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 5, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 5, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 5, null),            new mframe_t(GameAI.ai_walk, 6, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 5, null) };    static mmove_t infantry_move_walk = new mmove_t(FRAME_walk03, FRAME_walk14,            infantry_frames_walk, null);    static EntThinkAdapter infantry_walk = new EntThinkAdapter() {    	public String getID() { return "infantry_walk"; }        public boolean think(edict_t self) {            self.monsterinfo.currentmove = infantry_move_walk;            return true;        }    };    static mframe_t infantry_frames_run[] = new mframe_t[] {            new mframe_t(GameAI.ai_run, 10, null),            new mframe_t(GameAI.ai_run, 20, null),            new mframe_t(GameAI.ai_run, 5, null),            new mframe_t(GameAI.ai_run, 7, null),            new mframe_t(GameAI.ai_run, 30, null),            new mframe_t(GameAI.ai_run, 35, null),            new mframe_t(GameAI.ai_run, 2, null),            new mframe_t(GameAI.ai_run, 6, null) };    static mmove_t infantry_move_run = new mmove_t(FRAME_run01, FRAME_run08,            infantry_frames_run, null);    static EntThinkAdapter infantry_run = new EntThinkAdapter() {    	public String getID() { return "infantry_run"; }        public boolean think(edict_t self) {            if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)                self.monsterinfo.currentmove = infantry_move_stand;            else                self.monsterinfo.currentmove = infantry_move_run;            return true;        }    };    static mframe_t infantry_frames_pain1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, -1, 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, -1, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 6, null),            new mframe_t(GameAI.ai_move, 2, null) };    static mmove_t infantry_move_pain1 = new mmove_t(FRAME_pain101,            FRAME_pain110, infantry_frames_pain1, infantry_run);    static mframe_t infantry_frames_pain2[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, -3, 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, 0, 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) };    static mmove_t infantry_move_pain2 = new mmove_t(FRAME_pain201,            FRAME_pain210, infantry_frames_pain2, infantry_run);    static EntPainAdapter infantry_pain = new EntPainAdapter() {    	public String getID() { return "infantry_pain"; }        public void pain(edict_t self, edict_t other, float kick, int damage) {            int n;            if (self.health < (self.max_health / 2))                self.s.skinnum = 1;            if (GameBase.level.time < self.pain_debounce_time)                return;            self.pain_debounce_time = GameBase.level.time + 3;            if (GameBase.skill.value == 3)                return; // no pain anims in nightmare            n = Lib.rand() % 2;            if (n == 0) {                self.monsterinfo.currentmove = infantry_move_pain1;                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1,                        Defines.ATTN_NORM, 0);            } else {                self.monsterinfo.currentmove = infantry_move_pain2;                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1,                        Defines.ATTN_NORM, 0);            }        }    };    static float[] aimangles[] = { { 0.0f, 5.0f, 0.0f },            { 10.0f, 15.0f, 0.0f }, { 20.0f, 25.0f, 0.0f },            { 25.0f, 35.0f, 0.0f }, { 30.0f, 40.0f, 0.0f },            { 30.0f, 45.0f, 0.0f }, { 25.0f, 50.0f, 0.0f },            { 20.0f, 40.0f, 0.0f }, { 15.0f, 35.0f, 0.0f },            { 40.0f, 35.0f, 0.0f }, { 70.0f, 35.0f, 0.0f },            { 90.0f, 35.0f, 0.0f } };    static EntThinkAdapter InfantryMachineGun = new EntThinkAdapter() {    	public String getID() { return "InfantryMachineGun"; }        public boolean think(edict_t self) {            float[] start = { 0, 0, 0 }, target = { 0, 0, 0 };            float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };            float[] vec = { 0, 0, 0 };            int flash_number;            if (self.s.frame == FRAME_attak111) {                flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_1;                Math3D.AngleVectors(self.s.angles, forward, right, null);                Math3D.G_ProjectSource(self.s.origin,                        M_Flash.monster_flash_offset[flash_number], forward,                        right, start);                if (self.enemy != null) {                    Math3D.VectorMA(self.enemy.s.origin, -0.2f,                            self.enemy.velocity, target);                    target[2] += self.enemy.viewheight;                    Math3D.VectorSubtract(target, start, forward);                    Math3D.VectorNormalize(forward);                } else {                    Math3D.AngleVectors(self.s.angles, forward, right, null);                }            } else {                flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_2                        + (self.s.frame - FRAME_death211);                Math3D.AngleVectors(self.s.angles, forward, right, null);                Math3D.G_ProjectSource(self.s.origin,                        M_Flash.monster_flash_offset[flash_number], forward,                        right, start);

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -