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📄 m_infantry.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
💻 JAVA
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                Math3D.VectorSubtract(self.s.angles, aimangles[flash_number                        - Defines.MZ2_INFANTRY_MACHINEGUN_2], vec);                Math3D.AngleVectors(vec, forward, null, null);            }            Monster.monster_fire_bullet(self, start, forward, 3, 4,                    Defines.DEFAULT_BULLET_HSPREAD,                    Defines.DEFAULT_BULLET_VSPREAD, flash_number);            return true;        }    };    static EntInteractAdapter infantry_sight = new EntInteractAdapter() {    	public String getID() { return "infantry_sight"; }        public boolean interact(edict_t self, edict_t other) {            GameBase.gi.sound(self, Defines.CHAN_BODY, sound_sight, 1,                    Defines.ATTN_NORM, 0);            return true;        }    };    ///    static EntThinkAdapter infantry_dead = new EntThinkAdapter() {    	public String getID() { return "infantry_dead"; }        public boolean think(edict_t self) {            Math3D.VectorSet(self.mins, -16, -16, -24);            Math3D.VectorSet(self.maxs, 16, 16, -8);            self.movetype = Defines.MOVETYPE_TOSS;            self.svflags |= Defines.SVF_DEADMONSTER;            GameBase.gi.linkentity(self);            M.M_FlyCheck.think(self);            return true;        }    };    static mframe_t infantry_frames_death1[] = new mframe_t[] {            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, -1, 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, 0, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 9, null),            new mframe_t(GameAI.ai_move, 9, null),            new mframe_t(GameAI.ai_move, 5, null),            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, -3, null) };    static mmove_t infantry_move_death1 = new mmove_t(FRAME_death101,            FRAME_death120, infantry_frames_death1, infantry_dead);    //	Off with his head    static mframe_t infantry_frames_death2[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 5, 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, 1, null),            new mframe_t(GameAI.ai_move, 4, null),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -3, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -1, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),            new mframe_t(GameAI.ai_move, 0, InfantryMachineGun),            new mframe_t(GameAI.ai_move, 2, InfantryMachineGun),            new mframe_t(GameAI.ai_move, 2, InfantryMachineGun),            new mframe_t(GameAI.ai_move, 3, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -10, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -7, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -8, InfantryMachineGun),            new mframe_t(GameAI.ai_move, -6, null),            new mframe_t(GameAI.ai_move, 4, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t infantry_move_death2 = new mmove_t(FRAME_death201,            FRAME_death225, infantry_frames_death2, infantry_dead);    static mframe_t infantry_frames_death3[] = 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, -6, null),            new mframe_t(GameAI.ai_move, -11, null),            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, -11, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t infantry_move_death3 = new mmove_t(FRAME_death301,            FRAME_death309, infantry_frames_death3, infantry_dead);    public static EntDieAdapter infantry_die = new EntDieAdapter() {    	public String getID() { return "infantry_die"; }        public void die(edict_t self, edict_t inflictor, edict_t attacker,                int damage, float[] point) {            int n;            //	check for gib            if (self.health <= self.gib_health) {                GameBase.gi                        .sound(self, Defines.CHAN_VOICE, GameBase.gi                                .soundindex("misc/udeath.wav"), 1,                                Defines.ATTN_NORM, 0);                for (n = 0; n < 2; n++)                    GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2",                            damage, Defines.GIB_ORGANIC);                for (n = 0; n < 4; n++)                    GameMisc.ThrowGib(self,                            "models/objects/gibs/sm_meat/tris.md2", damage,                            Defines.GIB_ORGANIC);                GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2",                        damage, Defines.GIB_ORGANIC);                self.deadflag = Defines.DEAD_DEAD;                return;            }            if (self.deadflag == Defines.DEAD_DEAD)                return;            //	regular death            self.deadflag = Defines.DEAD_DEAD;            self.takedamage = Defines.DAMAGE_YES;            n = Lib.rand() % 3;            if (n == 0) {                self.monsterinfo.currentmove = infantry_move_death1;                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1,                        Defines.ATTN_NORM, 0);            } else if (n == 1) {                self.monsterinfo.currentmove = infantry_move_death2;                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die1, 1,                        Defines.ATTN_NORM, 0);            } else {                self.monsterinfo.currentmove = infantry_move_death3;                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1,                        Defines.ATTN_NORM, 0);            }        }    };    static EntThinkAdapter infantry_duck_down = new EntThinkAdapter() {    	public String getID() { return "infantry_duck_down"; }        public boolean think(edict_t self) {            if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)                return true;            self.monsterinfo.aiflags |= Defines.AI_DUCKED;            self.maxs[2] -= 32;            self.takedamage = Defines.DAMAGE_YES;            self.monsterinfo.pausetime = GameBase.level.time + 1;            GameBase.gi.linkentity(self);            return true;        }    };    static EntThinkAdapter infantry_duck_hold = new EntThinkAdapter() {    	public String getID() { return "infantry_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;        }    };    static EntThinkAdapter infantry_duck_up = new EntThinkAdapter() {    	public String getID() { return "infantry_duck_up"; }        public boolean think(edict_t self) {            self.monsterinfo.aiflags &= ~Defines.AI_DUCKED;            self.maxs[2] += 32;            self.takedamage = Defines.DAMAGE_AIM;            GameBase.gi.linkentity(self);            return true;        }    };    static mframe_t infantry_frames_duck[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -2, infantry_duck_down),            new mframe_t(GameAI.ai_move, -5, infantry_duck_hold),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 4, infantry_duck_up),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t infantry_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05,            infantry_frames_duck, infantry_run);    static EntDodgeAdapter infantry_dodge = new EntDodgeAdapter() {    	public String getID() { return "infantry_dodge"; }        public void dodge(edict_t self, edict_t attacker, float eta) {            if (Lib.random() > 0.25)                return;            if (null == self.enemy)                self.enemy = attacker;            self.monsterinfo.currentmove = infantry_move_duck;        }    };    static EntThinkAdapter infantry_cock_gun = new EntThinkAdapter() {    	public String getID() { return "infantry_cock_gun"; }        public boolean think(edict_t self) {            int n;            GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_weapon_cock, 1,                    Defines.ATTN_NORM, 0);            n = (Lib.rand() & 15) + 3 + 7;            self.monsterinfo.pausetime = GameBase.level.time + n                    * Defines.FRAMETIME;            return true;        }    };    static EntThinkAdapter infantry_fire = new EntThinkAdapter() {    	public String getID() { return "infantry_fire"; }        public boolean think(edict_t self) {            InfantryMachineGun.think(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;        }    };    static mframe_t infantry_frames_attack1[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 4, null),            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, 0, infantry_cock_gun),            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, 1, null),            new mframe_t(GameAI.ai_charge, 1, null),            new mframe_t(GameAI.ai_charge, 2, null),            new mframe_t(GameAI.ai_charge, -2, null),            new mframe_t(GameAI.ai_charge, -3, null),            new mframe_t(GameAI.ai_charge, 1, infantry_fire),            new mframe_t(GameAI.ai_charge, 5, null),            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, -2, null),            new mframe_t(GameAI.ai_charge, -3, null) };    static mmove_t infantry_move_attack1 = new mmove_t(FRAME_attak101,            FRAME_attak115, infantry_frames_attack1, infantry_run);    static EntThinkAdapter infantry_swing = new EntThinkAdapter() {    	public String getID() { return "infantry_swing"; }        public boolean think(edict_t self) {            GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_swing, 1,                    Defines.ATTN_NORM, 0);            return true;        }    };    static EntThinkAdapter infantry_smack = new EntThinkAdapter() {    	public String getID() { return "infantry_smack"; }        public boolean think(edict_t self) {            float[] aim = { 0, 0, 0 };            Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0);            if (GameWeapon.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50))                GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_hit,                        1, Defines.ATTN_NORM, 0);            return true;        }    };    static mframe_t infantry_frames_attack2[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 3, null),            new mframe_t(GameAI.ai_charge, 6, null),            new mframe_t(GameAI.ai_charge, 0, infantry_swing),            new mframe_t(GameAI.ai_charge, 8, null),            new mframe_t(GameAI.ai_charge, 5, null),            new mframe_t(GameAI.ai_charge, 8, infantry_smack),            new mframe_t(GameAI.ai_charge, 6, null),            new mframe_t(GameAI.ai_charge, 3, null), };    static mmove_t infantry_move_attack2 = new mmove_t(FRAME_attak201,            FRAME_attak208, infantry_frames_attack2, infantry_run);    static EntThinkAdapter infantry_attack = new EntThinkAdapter() {    	public String getID() { return "infantry_attack"; }        public boolean think(edict_t self) {            if (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)                self.monsterinfo.currentmove = infantry_move_attack2;            else                self.monsterinfo.currentmove = infantry_move_attack1;            return true;        }    };    /*     * QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush     * Trigger_Spawn Sight     */    public static void SP_monster_infantry(edict_t self) {        if (GameBase.deathmatch.value != 0) {            GameUtil.G_FreeEdict(self);            return;        }        sound_pain1 = GameBase.gi.soundindex("infantry/infpain1.wav");        sound_pain2 = GameBase.gi.soundindex("infantry/infpain2.wav");        sound_die1 = GameBase.gi.soundindex("infantry/infdeth1.wav");        sound_die2 = GameBase.gi.soundindex("infantry/infdeth2.wav");        sound_gunshot = GameBase.gi.soundindex("infantry/infatck1.wav");        sound_weapon_cock = GameBase.gi.soundindex("infantry/infatck3.wav");        sound_punch_swing = GameBase.gi.soundindex("infantry/infatck2.wav");        sound_punch_hit = GameBase.gi.soundindex("infantry/melee2.wav");        sound_sight = GameBase.gi.soundindex("infantry/infsght1.wav");        sound_search = GameBase.gi.soundindex("infantry/infsrch1.wav");        sound_idle = GameBase.gi.soundindex("infantry/infidle1.wav");        self.movetype = Defines.MOVETYPE_STEP;        self.solid = Defines.SOLID_BBOX;        self.s.modelindex = GameBase.gi                .modelindex("models/monsters/infantry/tris.md2");        Math3D.VectorSet(self.mins, -16, -16, -24);        Math3D.VectorSet(self.maxs, 16, 16, 32);        self.health = 100;        self.gib_health = -40;        self.mass = 200;        self.pain = infantry_pain;        self.die = infantry_die;        self.monsterinfo.stand = infantry_stand;        self.monsterinfo.walk = infantry_walk;        self.monsterinfo.run = infantry_run;        self.monsterinfo.dodge = infantry_dodge;        self.monsterinfo.attack = infantry_attack;        self.monsterinfo.melee = null;        self.monsterinfo.sight = infantry_sight;        self.monsterinfo.idle = infantry_fidget;        GameBase.gi.linkentity(self);        self.monsterinfo.currentmove = infantry_move_stand;        self.monsterinfo.scale = MODEL_SCALE;        GameAI.walkmonster_start.think(self);    }}

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