📄 m_gunner.pas
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{----------------------------------------------------------------------------}
{ }
{ File(s): game\m_gunner.c }
{ }
{ Content: actor animation methods }
{ }
{ Initial conversion by : Slavisa Milojkovic [keeper@milnet.co.yu] }
{ Initial conversion on : 08-Apr-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, Inc. }
{ }
{ This program is free software; you can redistribute it and/or }
{ modify it under the terms of the GNU General Public License }
{ as published by the Free Software Foundation; either version 2 }
{ of the License, or (at your option) any later version. }
{ }
{ This program is distributed in the hope that it will be useful, }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. }
{ }
{ See the GNU General Public License for more details. }
{ }
{----------------------------------------------------------------------------}
{ Updated on : 3-Mar-2002 }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ - g_local.pas }
{----------------------------------------------------------------------------}
{ * TODO: }
{----------------------------------------------------------------------------}
{
==============================================================================
GUNNER
==============================================================================
}
unit m_gunner;
interface
uses g_local;
// Taken from m_gunner.h
// This file generated by ModelGen - Do NOT Modify
const
FRAME_stand01 = 0;
FRAME_stand02 = 1;
FRAME_stand03 = 2;
FRAME_stand04 = 3;
FRAME_stand05 = 4;
FRAME_stand06 = 5;
FRAME_stand07 = 6;
FRAME_stand08 = 7;
FRAME_stand09 = 8;
FRAME_stand10 = 9;
FRAME_stand11 = 10;
FRAME_stand12 = 11;
FRAME_stand13 = 12;
FRAME_stand14 = 13;
FRAME_stand15 = 14;
FRAME_stand16 = 15;
FRAME_stand17 = 16;
FRAME_stand18 = 17;
FRAME_stand19 = 18;
FRAME_stand20 = 19;
FRAME_stand21 = 20;
FRAME_stand22 = 21;
FRAME_stand23 = 22;
FRAME_stand24 = 23;
FRAME_stand25 = 24;
FRAME_stand26 = 25;
FRAME_stand27 = 26;
FRAME_stand28 = 27;
FRAME_stand29 = 28;
FRAME_stand30 = 29;
FRAME_stand31 = 30;
FRAME_stand32 = 31;
FRAME_stand33 = 32;
FRAME_stand34 = 33;
FRAME_stand35 = 34;
FRAME_stand36 = 35;
FRAME_stand37 = 36;
FRAME_stand38 = 37;
FRAME_stand39 = 38;
FRAME_stand40 = 39;
FRAME_stand41 = 40;
FRAME_stand42 = 41;
FRAME_stand43 = 42;
FRAME_stand44 = 43;
FRAME_stand45 = 44;
FRAME_stand46 = 45;
FRAME_stand47 = 46;
FRAME_stand48 = 47;
FRAME_stand49 = 48;
FRAME_stand50 = 49;
FRAME_stand51 = 50;
FRAME_stand52 = 51;
FRAME_stand53 = 52;
FRAME_stand54 = 53;
FRAME_stand55 = 54;
FRAME_stand56 = 55;
FRAME_stand57 = 56;
FRAME_stand58 = 57;
FRAME_stand59 = 58;
FRAME_stand60 = 59;
FRAME_stand61 = 60;
FRAME_stand62 = 61;
FRAME_stand63 = 62;
FRAME_stand64 = 63;
FRAME_stand65 = 64;
FRAME_stand66 = 65;
FRAME_stand67 = 66;
FRAME_stand68 = 67;
FRAME_stand69 = 68;
FRAME_stand70 = 69;
FRAME_walk01 = 70;
FRAME_walk02 = 71;
FRAME_walk03 = 72;
FRAME_walk04 = 73;
FRAME_walk05 = 74;
FRAME_walk06 = 75;
FRAME_walk07 = 76;
FRAME_walk08 = 77;
FRAME_walk09 = 78;
FRAME_walk10 = 79;
FRAME_walk11 = 80;
FRAME_walk12 = 81;
FRAME_walk13 = 82;
FRAME_walk14 = 83;
FRAME_walk15 = 84;
FRAME_walk16 = 85;
FRAME_walk17 = 86;
FRAME_walk18 = 87;
FRAME_walk19 = 88;
FRAME_walk20 = 89;
FRAME_walk21 = 90;
FRAME_walk22 = 91;
FRAME_walk23 = 92;
FRAME_walk24 = 93;
FRAME_run01 = 94;
FRAME_run02 = 95;
FRAME_run03 = 96;
FRAME_run04 = 97;
FRAME_run05 = 98;
FRAME_run06 = 99;
FRAME_run07 = 100;
FRAME_run08 = 101;
FRAME_runs01 = 102;
FRAME_runs02 = 103;
FRAME_runs03 = 104;
FRAME_runs04 = 105;
FRAME_runs05 = 106;
FRAME_runs06 = 107;
FRAME_attak101 = 108;
FRAME_attak102 = 109;
FRAME_attak103 = 110;
FRAME_attak104 = 111;
FRAME_attak105 = 112;
FRAME_attak106 = 113;
FRAME_attak107 = 114;
FRAME_attak108 = 115;
FRAME_attak109 = 116;
FRAME_attak110 = 117;
FRAME_attak111 = 118;
FRAME_attak112 = 119;
FRAME_attak113 = 120;
FRAME_attak114 = 121;
FRAME_attak115 = 122;
FRAME_attak116 = 123;
FRAME_attak117 = 124;
FRAME_attak118 = 125;
FRAME_attak119 = 126;
FRAME_attak120 = 127;
FRAME_attak121 = 128;
FRAME_attak201 = 129;
FRAME_attak202 = 130;
FRAME_attak203 = 131;
FRAME_attak204 = 132;
FRAME_attak205 = 133;
FRAME_attak206 = 134;
FRAME_attak207 = 135;
FRAME_attak208 = 136;
FRAME_attak209 = 137;
FRAME_attak210 = 138;
FRAME_attak211 = 139;
FRAME_attak212 = 140;
FRAME_attak213 = 141;
FRAME_attak214 = 142;
FRAME_attak215 = 143;
FRAME_attak216 = 144;
FRAME_attak217 = 145;
FRAME_attak218 = 146;
FRAME_attak219 = 147;
FRAME_attak220 = 148;
FRAME_attak221 = 149;
FRAME_attak222 = 150;
FRAME_attak223 = 151;
FRAME_attak224 = 152;
FRAME_attak225 = 153;
FRAME_attak226 = 154;
FRAME_attak227 = 155;
FRAME_attak228 = 156;
FRAME_attak229 = 157;
FRAME_attak230 = 158;
FRAME_pain101 = 159;
FRAME_pain102 = 160;
FRAME_pain103 = 161;
FRAME_pain104 = 162;
FRAME_pain105 = 163;
FRAME_pain106 = 164;
FRAME_pain107 = 165;
FRAME_pain108 = 166;
FRAME_pain109 = 167;
FRAME_pain110 = 168;
FRAME_pain111 = 169;
FRAME_pain112 = 170;
FRAME_pain113 = 171;
FRAME_pain114 = 172;
FRAME_pain115 = 173;
FRAME_pain116 = 174;
FRAME_pain117 = 175;
FRAME_pain118 = 176;
FRAME_pain201 = 177;
FRAME_pain202 = 178;
FRAME_pain203 = 179;
FRAME_pain204 = 180;
FRAME_pain205 = 181;
FRAME_pain206 = 182;
FRAME_pain207 = 183;
FRAME_pain208 = 184;
FRAME_pain301 = 185;
FRAME_pain302 = 186;
FRAME_pain303 = 187;
FRAME_pain304 = 188;
FRAME_pain305 = 189;
FRAME_death01 = 190;
FRAME_death02 = 191;
FRAME_death03 = 192;
FRAME_death04 = 193;
FRAME_death05 = 194;
FRAME_death06 = 195;
FRAME_death07 = 196;
FRAME_death08 = 197;
FRAME_death09 = 198;
FRAME_death10 = 199;
FRAME_death11 = 200;
FRAME_duck01 = 201;
FRAME_duck02 = 202;
FRAME_duck03 = 203;
FRAME_duck04 = 204;
FRAME_duck05 = 205;
FRAME_duck06 = 206;
FRAME_duck07 = 207;
FRAME_duck08 = 208;
MODEL_SCALE = 1.150000;
procedure gunner_stand (self: edict_p); cdecl;
procedure gunner_fire_chain(self: edict_p); cdecl;
procedure GunnerGrenade (self: edict_p); cdecl;
procedure SP_monster_gunner(self: edict_p); cdecl;
implementation
uses g_main, q_shared, g_ai, g_local_add, GameUnit, g_misc, g_utils,
m_flash, g_monster, game_add, CPas;
var
sound_pain,
sound_pain2,
sound_death,
sound_idle,
sound_open,
sound_search,
sound_sight: integer;
procedure gunner_idlesound (self: edict_p); cdecl;
begin
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;
procedure gunner_sight (self, other: edict_p); cdecl;
begin
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;
procedure gunner_search (self: edict_p); cdecl;
begin
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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