📄 m_berserk.pas
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(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil));
berserk_move_stand_fidget : mmove_t =
(firstframe:FRAME_standb1; lastframe:FRAME_standb20; frame:@berserk_frames_stand_fidget; endfunc:berserk_stand);
procedure berserk_fidget(self : edict_p);
begin
if (self.monsterinfo.aiflags and AI_STAND_GROUND) <> 0 then
exit;
if (_random() > 0.15) then
exit;
self.monsterinfo.currentmove := @berserk_move_stand_fidget;
gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
end;
const
berserk_frames_walk : Array[0..11] of mframe_t =
((aifunc:ai_walk; dist:9.1; thinkfunc:nil),
(aifunc:ai_walk; dist:6.3; thinkfunc:nil),
(aifunc:ai_walk; dist:4.9; thinkfunc:nil),
(aifunc:ai_walk; dist:6.7; thinkfunc:nil),
(aifunc:ai_walk; dist:6.0; thinkfunc:nil),
(aifunc:ai_walk; dist:8.2; thinkfunc:nil),
(aifunc:ai_walk; dist:7.2; thinkfunc:nil),
(aifunc:ai_walk; dist:6.1; thinkfunc:nil),
(aifunc:ai_walk; dist:4.9; thinkfunc:nil),
(aifunc:ai_walk; dist:4.7; thinkfunc:nil),
(aifunc:ai_walk; dist:4.7; thinkfunc:nil),
(aifunc:ai_walk; dist:4.8; thinkfunc:nil));
berserk_move_walk : mmove_t =
(firstframe:FRAME_walkc1; lastframe:FRAME_walkc11; frame:@berserk_frames_walk; endfunc:nil);
procedure berserk_walk(self : edict_p); cdecl;
begin
self.monsterinfo.currentmove := @berserk_move_walk;
end;
{
*****************************
SKIPPED THIS FOR NOW!
*****************************
Running -> Arm raised in air }
//void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
//void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
//void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
//void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
//void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
//void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
// running with arm in air : start loop
//void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
//void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
//void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
//void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
//void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
//void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
// running with arm in air : end loop
const
berserk_frames_run1 : Array[0..5] of mframe_t =
((aifunc:ai_run; dist:21; thinkfunc:nil),
(aifunc:ai_run; dist:11; thinkfunc:nil),
(aifunc:ai_run; dist:21; thinkfunc:nil),
(aifunc:ai_run; dist:25; thinkfunc:nil),
(aifunc:ai_run; dist:18; thinkfunc:nil),
(aifunc:ai_run; dist:19; thinkfunc:nil));
berserk_move_run1 : mmove_t =
(firstframe:FRAME_run1; lastframe:FRAME_run6; frame:@berserk_frames_run1; endfunc:nil);
procedure berserk_run(self : edict_p); cdecl;
begin
if (self.monsterinfo.aiflags and AI_STAND_GROUND) <> 0 then
self.monsterinfo.currentmove := @berserk_move_stand
else
self.monsterinfo.currentmove := @berserk_move_run1;
end;
procedure berserk_attack_spike(self : edict_p); cdecl;
var
aim : vec3_t;
begin
aim[0] := MELEE_DISTANCE;
aim[1] := 0;
aim[2] := -24;
fire_hit(Self, aim, (15 + (rand() mod 6)), 400); // Faster attack -- upwards and backwards
end;
procedure berserk_swing(self : edict_p); cdecl;
begin
gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
end;
const
berserk_frames_attack_spike : Array[0..7] of mframe_t =
((aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_swing),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_attack_spike),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil));
berserk_move_attack_spike : mmove_t =
(firstframe:FRAME_att_c1; lastframe:FRAME_att_c8; frame:@berserk_frames_attack_spike; endfunc:berserk_run);
procedure berserk_attack_club(self : edict_p); cdecl;
var
aim : vec3_t;
begin
VectorSet(aim, MELEE_DISTANCE, self.mins[0], -4);
fire_hit(Self, aim, (5 + (rand() mod 6)), 400); // Slower attack
end;
const
berserk_frames_attack_club : Array[0..11] of mframe_t =
((aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_swing),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_attack_club),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil));
berserk_move_attack_club : mmove_t =
(firstframe:FRAME_att_c9; lastframe:FRAME_att_c20; frame:@berserk_frames_attack_club; endfunc:berserk_run);
procedure berserk_strike(self : edict_p); cdecl;
begin
//FIXME play impact sound
end;
const
berserk_frames_attack_strike : Array[0..13] of mframe_t =
((aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:berserk_swing),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:berserk_strike),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:9.7; thinkfunc:nil),
(aifunc:ai_move; dist:13.6; thinkfunc:nil));
berserk_move_attack_strike : mmove_t =
(firstframe:FRAME_att_c21; lastframe:FRAME_att_c34; frame:@berserk_frames_attack_strike; endfunc:berserk_run);
procedure berserk_melee(self : edict_p); cdecl;
begin
if (rand() mod 2) = 0 then
self.monsterinfo.currentmove := @berserk_move_attack_spike
else
self.monsterinfo.currentmove := @berserk_move_attack_club;
end;
{
//void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);;}
//void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
//void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
//void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
//void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
//void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
//void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
//void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
//void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
//void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
//void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
//void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
//void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
//void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
//void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
//void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
//void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
//void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
const
berserk_frames_pain1 : Array[0..3] of mframe_t =
((aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil));
berserk_move_pain1 : mmove_t =
(firstframe:FRAME_painc1; lastframe:FRAME_painc4; frame:@berserk_frames_pain1; endfunc:berserk_run);
berserk_frames_pain2 : Array[0..19] of mframe_t =
((aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil));
berserk_move_pain2 : mmove_t =
(firstframe:FRAME_painb1; lastframe:FRAME_painb20; frame:@berserk_frames_pain2; endfunc:berserk_run);
procedure berserk_pain(self, other : edict_p; kick : single; damage : integer); cdecl;
begin
if (self.health < (self.max_health / 2)) then
self.s.skinnum := 1;
if (level.time < self.pain_debounce_time) then
exit;
self.pain_debounce_time := level.time + 3;
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if skill.value = 3 then
exit; // no pain anims in nightmare
if ((damage < 20) or (_random() < 0.5)) then
self.monsterinfo.currentmove := @berserk_move_pain1
else
self.monsterinfo.currentmove := @berserk_move_pain2;
end;
procedure berserk_dead(self : edict_p); cdecl;
begin
VectorSet(self.mins, -16, -16, -24);
VectorSet(self.maxs, 16, 16, -8);
self.movetype := MOVETYPE_TOSS;
self.svflags := self.svflags or SVF_DEADMONSTER;
self.nextthink := 0;
gi.linkentity(self);
end;
const
berserk_frames_death1 : Array[0..12] of mframe_t =
((aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil));
berserk_move_death1 : mmove_t =
(firstframe:FRAME_death1; lastframe:FRAME_death13; frame:@berserk_frames_death1; endfunc:berserk_dead);
berserk_frames_death2 : Array[0..7] of mframe_t =
((aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil));
berserk_move_death2 : mmove_t =
(firstframe:FRAME_deathc1; lastframe:FRAME_deathc8; frame:@berserk_frames_death2; endfunc:berserk_dead);
procedure berserk_die(self, inflictor, attacker : edict_p; damage : integer; const point : vec3_t); cdecl;
var
n : integer;
begin
if (self.health <= self.gib_health) then
begin
gi.sound(self, CHAN_VOICE, gi.soundindex('misc/udeath.wav'), 1, ATTN_NORM, 0);
for n := 0 to 1 do
ThrowGib(self, 'models/objects/gibs/bone/tris.md2', damage, GIB_ORGANIC);
for n := 0 to 3 do
ThrowGib(self, 'models/objects/gibs/sm_meat/tris.md2', damage, GIB_ORGANIC);
ThrowHead(self, 'models/objects/gibs/head2/tris.md2', damage, GIB_ORGANIC);
self.deadflag := DEAD_DEAD;
exit;
end;
if (self.deadflag = DEAD_DEAD) then
exit;
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self.deadflag := DEAD_DEAD;
self.takedamage := DAMAGE_YES;
if damage >= 50 then
self.monsterinfo.currentmove := @berserk_move_death1
else
self.monsterinfo.currentmove := @berserk_move_death2;
end;
{QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
}
procedure SP_monster_berserk(self : edict_p);
begin
if (deathmatch.Value <> 0) then
begin
G_FreeEdict(self);
exit;
end;
// pre-caches
sound_pain := gi.soundindex('berserk/berpain2.wav');
sound_die := gi.soundindex('berserk/berdeth2.wav');
sound_idle := gi.soundindex('berserk/beridle1.wav');
sound_punch := gi.soundindex('berserk/attack.wav');
sound_search := gi.soundindex('berserk/bersrch1.wav');
sound_sight := gi.soundindex('berserk/sight.wav');
self.s.modelindex := gi.modelindex('models/monsters/berserk/tris.md2');
VectorSet(self.mins, -16, -16, -24);
VectorSet(self.maxs, 16, 16, 32);
self.movetype := MOVETYPE_STEP;
self.solid := SOLID_BBOX;
self.health := 240;
self.gib_health := -60;
self.mass := 250;
self.pain := berserk_pain;
self.die := berserk_die;
self.monsterinfo.stand := berserk_stand;
self.monsterinfo.walk := berserk_walk;
self.monsterinfo.run := berserk_run;
self.monsterinfo.dodge := nil;
self.monsterinfo.attack := nil;
self.monsterinfo.melee := berserk_melee;
self.monsterinfo.sight := berserk_sight;
self.monsterinfo.search := berserk_search;
self.monsterinfo.currentmove := @berserk_move_stand;
self.monsterinfo.scale := MODEL_SCALE;
gi.linkentity(self);
walkmonster_start(self);
end;
end.
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