📄 m_float.java
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// WHAM (0, -45, 29.6) -- LOOP Starts 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), // -- LOOP Ends 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) }; static mmove_t floater_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run); static EntThinkAdapter floater_zap = new EntThinkAdapter() { public String getID() { return "floater_zap"; } public boolean think(edict_t self) { float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] origin = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; float[] offset = { 0, 0, 0 }; Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir); Math3D.AngleVectors(self.s.angles, forward, right, null); //FIXME use a flash and replace these two lines with the commented // one Math3D.VectorSet(offset, 18.5f, -0.9f, 10f); Math3D.G_ProjectSource(self.s.origin, offset, forward, right, origin); // G_ProjectSource (self.s.origin, // monster_flash_offset[flash_number], forward, right, origin); GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack2, 1, Defines.ATTN_NORM, 0); //FIXME use the flash, Luke GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_SPLASH); GameBase.gi.WriteByte(32); GameBase.gi.WritePosition(origin); GameBase.gi.WriteDir(dir); GameBase.gi.WriteByte(1); //sparks GameBase.gi.multicast(origin, Defines.MULTICAST_PVS); GameCombat.T_Damage(self.enemy, self, self, dir, self.enemy.s.origin, Globals.vec3_origin, 5 + Lib.rand() % 6, -10, Defines.DAMAGE_ENERGY, Defines.MOD_UNKNOWN); return true; } }; static mframe_t floater_frames_attack3[] = new mframe_t[] { 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_zap), // -- LOOP Starts 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, 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), // -- LOOP Ends 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) }; static mmove_t floater_move_attack3 = new mmove_t(FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run); static mframe_t floater_frames_death[] = 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) }; static EntThinkAdapter floater_dead = new EntThinkAdapter() { public String getID() { return "floater_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; self.nextthink = 0; GameBase.gi.linkentity(self); return true; } }; static mmove_t floater_move_death = new mmove_t(FRAME_death01, FRAME_death13, floater_frames_death, floater_dead); static mframe_t floater_frames_pain1[] = 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) }; static mmove_t floater_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run); static mframe_t floater_frames_pain2[] = 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) }; static mmove_t floater_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run); static mframe_t floater_frames_pain3[] = 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) }; static mmove_t floater_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run); static mframe_t floater_frames_walk[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null) }; static mmove_t floater_move_walk = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_walk, null); static mframe_t floater_frames_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null) }; static mmove_t floater_move_run = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_run, null); static EntThinkAdapter floater_walk = new EntThinkAdapter() { public String getID() { return "floater_walk"; } public boolean think(edict_t self) { self.monsterinfo.currentmove = floater_move_walk; return true; } }; static EntThinkAdapter floater_attack = new EntThinkAdapter() { public String getID() { return "floater_attack"; } public boolean think(edict_t self) { self.monsterinfo.currentmove = floater_move_attack1; return true; } }; static EntThinkAdapter floater_melee = new EntThinkAdapter() { public String getID() { return "floater_melee"; } public boolean think(edict_t self) { if (Lib.random() < 0.5) self.monsterinfo.currentmove = floater_move_attack3; else self.monsterinfo.currentmove = floater_move_attack2; return true; } }; static EntPainAdapter floater_pain = new EntPainAdapter() { public String getID() { return "floater_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() + 1) % 3; if (n == 0) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1, Defines.ATTN_NORM, 0); self.monsterinfo.currentmove = floater_move_pain1; } else { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1, Defines.ATTN_NORM, 0); self.monsterinfo.currentmove = floater_move_pain2; } return; } }; static EntDieAdapter floater_die = new EntDieAdapter() { public String getID() { return "floater_die"; } public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_death1, 1, Defines.ATTN_NORM, 0); GameMisc.BecomeExplosion1(self); } }; /* * QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ public static void SP_monster_floater(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return; } sound_attack2 = GameBase.gi.soundindex("floater/fltatck2.wav"); sound_attack3 = GameBase.gi.soundindex("floater/fltatck3.wav"); sound_death1 = GameBase.gi.soundindex("floater/fltdeth1.wav"); sound_idle = GameBase.gi.soundindex("floater/fltidle1.wav"); sound_pain1 = GameBase.gi.soundindex("floater/fltpain1.wav"); sound_pain2 = GameBase.gi.soundindex("floater/fltpain2.wav"); sound_sight = GameBase.gi.soundindex("floater/fltsght1.wav"); GameBase.gi.soundindex("floater/fltatck1.wav"); self.s.sound = GameBase.gi.soundindex("floater/fltsrch1.wav"); self.movetype = Defines.MOVETYPE_STEP; self.solid = Defines.SOLID_BBOX; self.s.modelindex = GameBase.gi .modelindex("models/monsters/float/tris.md2"); Math3D.VectorSet(self.mins, -24, -24, -24); Math3D.VectorSet(self.maxs, 24, 24, 32); self.health = 200; self.gib_health = -80; self.mass = 300; self.pain = floater_pain; self.die = floater_die; self.monsterinfo.stand = floater_stand; self.monsterinfo.walk = floater_walk; self.monsterinfo.run = floater_run; // self.monsterinfo.dodge = floater_dodge; self.monsterinfo.attack = floater_attack; self.monsterinfo.melee = floater_melee; self.monsterinfo.sight = floater_sight; self.monsterinfo.idle = floater_idle; GameBase.gi.linkentity(self); if (Lib.random() <= 0.5) self.monsterinfo.currentmove = floater_move_stand1; else self.monsterinfo.currentmove = floater_move_stand2; self.monsterinfo.scale = MODEL_SCALE; GameAI.flymonster_start.think(self); }}
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