📄 m_float.java
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public final static int FRAME_stand141 = 184; public final static int FRAME_stand142 = 185; public final static int FRAME_stand143 = 186; public final static int FRAME_stand144 = 187; public final static int FRAME_stand145 = 188; public final static int FRAME_stand146 = 189; public final static int FRAME_stand147 = 190; public final static int FRAME_stand148 = 191; public final static int FRAME_stand149 = 192; public final static int FRAME_stand150 = 193; public final static int FRAME_stand151 = 194; public final static int FRAME_stand152 = 195; public final static int FRAME_stand201 = 196; public final static int FRAME_stand202 = 197; public final static int FRAME_stand203 = 198; public final static int FRAME_stand204 = 199; public final static int FRAME_stand205 = 200; public final static int FRAME_stand206 = 201; public final static int FRAME_stand207 = 202; public final static int FRAME_stand208 = 203; public final static int FRAME_stand209 = 204; public final static int FRAME_stand210 = 205; public final static int FRAME_stand211 = 206; public final static int FRAME_stand212 = 207; public final static int FRAME_stand213 = 208; public final static int FRAME_stand214 = 209; public final static int FRAME_stand215 = 210; public final static int FRAME_stand216 = 211; public final static int FRAME_stand217 = 212; public final static int FRAME_stand218 = 213; public final static int FRAME_stand219 = 214; public final static int FRAME_stand220 = 215; public final static int FRAME_stand221 = 216; public final static int FRAME_stand222 = 217; public final static int FRAME_stand223 = 218; public final static int FRAME_stand224 = 219; public final static int FRAME_stand225 = 220; public final static int FRAME_stand226 = 221; public final static int FRAME_stand227 = 222; public final static int FRAME_stand228 = 223; public final static int FRAME_stand229 = 224; public final static int FRAME_stand230 = 225; public final static int FRAME_stand231 = 226; public final static int FRAME_stand232 = 227; public final static int FRAME_stand233 = 228; public final static int FRAME_stand234 = 229; public final static int FRAME_stand235 = 230; public final static int FRAME_stand236 = 231; public final static int FRAME_stand237 = 232; public final static int FRAME_stand238 = 233; public final static int FRAME_stand239 = 234; public final static int FRAME_stand240 = 235; public final static int FRAME_stand241 = 236; public final static int FRAME_stand242 = 237; public final static int FRAME_stand243 = 238; public final static int FRAME_stand244 = 239; public final static int FRAME_stand245 = 240; public final static int FRAME_stand246 = 241; public final static int FRAME_stand247 = 242; public final static int FRAME_stand248 = 243; public final static int FRAME_stand249 = 244; public final static int FRAME_stand250 = 245; public final static int FRAME_stand251 = 246; public final static int FRAME_stand252 = 247; public final static float MODEL_SCALE = 1.000000f; static int sound_attack2; static int sound_attack3; static int sound_death1; static int sound_idle; static int sound_pain1; static int sound_pain2; static int sound_sight; static EntInteractAdapter floater_sight = new EntInteractAdapter() { public String getID() { return "floater_sight"; } public boolean interact(edict_t self, edict_t other) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight, 1, Defines.ATTN_NORM, 0); return true; } }; static EntThinkAdapter floater_idle = new EntThinkAdapter() { public String getID() { return "floater_idle"; } public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1, Defines.ATTN_IDLE, 0); return true; } }; static EntThinkAdapter floater_fire_blaster = new EntThinkAdapter() { public String getID() { return "floater_fire_blaster"; } public boolean think(edict_t self) { float[] start = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; int effect; if ((self.s.frame == FRAME_attak104) || (self.s.frame == FRAME_attak107)) effect = Defines.EF_HYPERBLASTER; else effect = 0; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_FLOAT_BLASTER_1], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, end); end[2] += self.enemy.viewheight; Math3D.VectorSubtract(end, start, dir); Monster.monster_fire_blaster(self, start, dir, 1, 1000, Defines.MZ2_FLOAT_BLASTER_1, effect); return true; } }; static mframe_t floater_frames_stand1[] = 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), 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), new mframe_t(GameAI.ai_stand, 0, null) }; static mmove_t floater_move_stand1 = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_stand1, null); static mframe_t floater_frames_stand2[] = 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), 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), new mframe_t(GameAI.ai_stand, 0, null) }; static mmove_t floater_move_stand2 = new mmove_t(FRAME_stand201, FRAME_stand252, floater_frames_stand2, null); static EntThinkAdapter floater_stand = new EntThinkAdapter() { public String getID() { return "floater_stand"; } public boolean think(edict_t self) { if (Lib.random() <= 0.5) self.monsterinfo.currentmove = floater_move_stand1; else self.monsterinfo.currentmove = floater_move_stand2; return true; } }; static mframe_t floater_frames_activate[] = 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, 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, 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, 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, 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, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t floater_move_activate = new mmove_t(FRAME_actvat01, FRAME_actvat31, floater_frames_activate, null); static EntThinkAdapter floater_run = new EntThinkAdapter() { public String getID() { return "floater_run"; } public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) self.monsterinfo.currentmove = floater_move_stand1; else self.monsterinfo.currentmove = floater_move_run; return true; } }; static mframe_t floater_frames_attack1[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), // Blaster attack) new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), // BOOM (0, -25.8, 32.5) -- LOOP Starts new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), 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) // -- LOOP Ends }; static mmove_t floater_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run); static float[] aim = { Defines.MELEE_DISTANCE, 0, 0 }; static EntThinkAdapter floater_wham = new EntThinkAdapter() { public String getID() { return "floater_wham"; } public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack3, 1, Defines.ATTN_NORM, 0); GameWeapon.fire_hit(self, aim, 5 + Lib.rand() % 6, -50); return true; } }; static mframe_t floater_frames_attack2[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), // Claws 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, 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, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_wham),
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