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📄 m_insane.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
📖 第 1 页 / 共 4 页
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            FRAME_stand100, insane_frames_jumpdown, insane_onground);    static mframe_t insane_frames_down[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null), // 100)            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),            // 110)            new mframe_t(GameAI.ai_move, -1.7f, null),            new mframe_t(GameAI.ai_move, -1.6f, 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, insane_fist),            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),            // 120)            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),            // 130            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, insane_moan),            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),            // 140            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),            // 150            new mframe_t(GameAI.ai_move, 0.5f, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -0.2f, insane_scream),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0.2f, null),            new mframe_t(GameAI.ai_move, 0.4f, null),            new mframe_t(GameAI.ai_move, 0.6f, null),            new mframe_t(GameAI.ai_move, 0.8f, null),            new mframe_t(GameAI.ai_move, 0.7f, null),            new mframe_t(GameAI.ai_move, 0, insane_checkup) // 160    };    static mmove_t insane_move_down = new mmove_t(FRAME_stand100,            FRAME_stand160, insane_frames_down, insane_onground);    static mframe_t insane_frames_walk_normal[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 0, insane_scream),            new mframe_t(GameAI.ai_walk, 2.5f, null),            new mframe_t(GameAI.ai_walk, 3.5f, null),            new mframe_t(GameAI.ai_walk, 1.7f, null),            new mframe_t(GameAI.ai_walk, 2.3f, null),            new mframe_t(GameAI.ai_walk, 2.4f, null),            new mframe_t(GameAI.ai_walk, 2.2f, null),            new mframe_t(GameAI.ai_walk, 4.2f, null),            new mframe_t(GameAI.ai_walk, 5.6f, null),            new mframe_t(GameAI.ai_walk, 3.3f, null),            new mframe_t(GameAI.ai_walk, 2.4f, null),            new mframe_t(GameAI.ai_walk, 0.9f, null),            new mframe_t(GameAI.ai_walk, 0, null) };    static mmove_t insane_move_walk_normal = new mmove_t(FRAME_walk27,            FRAME_walk39, insane_frames_walk_normal, insane_walk);    static mmove_t insane_move_run_normal = new mmove_t(FRAME_walk27,            FRAME_walk39, insane_frames_walk_normal, insane_run);    static mframe_t insane_frames_walk_insane[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 0, insane_scream), // walk 1            new mframe_t(GameAI.ai_walk, 3.4f, null), // walk 2            new mframe_t(GameAI.ai_walk, 3.6f, null), // 3            new mframe_t(GameAI.ai_walk, 2.9f, null), // 4            new mframe_t(GameAI.ai_walk, 2.2f, null), // 5            new mframe_t(GameAI.ai_walk, 2.6f, null), // 6            new mframe_t(GameAI.ai_walk, 0, null), // 7            new mframe_t(GameAI.ai_walk, 0.7f, null), // 8            new mframe_t(GameAI.ai_walk, 4.8f, null), // 9            new mframe_t(GameAI.ai_walk, 5.3f, null), // 10            new mframe_t(GameAI.ai_walk, 1.1f, null), // 11            new mframe_t(GameAI.ai_walk, 2, null), // 12            new mframe_t(GameAI.ai_walk, 0.5f, null), // 13            new mframe_t(GameAI.ai_walk, 0, null), // 14            new mframe_t(GameAI.ai_walk, 0, null), // 15            new mframe_t(GameAI.ai_walk, 4.9f, null), // 16            new mframe_t(GameAI.ai_walk, 6.7f, null), // 17            new mframe_t(GameAI.ai_walk, 3.8f, null), // 18            new mframe_t(GameAI.ai_walk, 2, null), // 19            new mframe_t(GameAI.ai_walk, 0.2f, null), // 20            new mframe_t(GameAI.ai_walk, 0, null), // 21            new mframe_t(GameAI.ai_walk, 3.4f, null), // 22            new mframe_t(GameAI.ai_walk, 6.4f, null), // 23            new mframe_t(GameAI.ai_walk, 5, null), // 24            new mframe_t(GameAI.ai_walk, 1.8f, null), // 25            new mframe_t(GameAI.ai_walk, 0, null) // 26    };    static mmove_t insane_move_walk_insane = new mmove_t(FRAME_walk1,            FRAME_walk26, insane_frames_walk_insane, insane_walk);    static mmove_t insane_move_run_insane = new mmove_t(FRAME_walk1,            FRAME_walk26, insane_frames_walk_insane, insane_run);    static mframe_t insane_frames_stand_pain[] = 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) };    static mmove_t insane_move_stand_pain = new mmove_t(FRAME_st_pain2,            FRAME_st_pain12, insane_frames_stand_pain, insane_run);    static mframe_t insane_frames_stand_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),            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 insane_move_stand_death = new mmove_t(FRAME_st_death2,            FRAME_st_death18, insane_frames_stand_death, insane_dead);    static mframe_t insane_frames_crawl[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 0, insane_scream),            new mframe_t(GameAI.ai_walk, 1.5f, null),            new mframe_t(GameAI.ai_walk, 2.1f, null),            new mframe_t(GameAI.ai_walk, 3.6f, null),            new mframe_t(GameAI.ai_walk, 2f, null),            new mframe_t(GameAI.ai_walk, 0.9f, null),            new mframe_t(GameAI.ai_walk, 3f, null),            new mframe_t(GameAI.ai_walk, 3.4f, null),            new mframe_t(GameAI.ai_walk, 2.4f, null) };    static mmove_t insane_move_crawl = new mmove_t(FRAME_crawl1, FRAME_crawl9,            insane_frames_crawl, null);    static mmove_t insane_move_runcrawl = new mmove_t(FRAME_crawl1,            FRAME_crawl9, insane_frames_crawl, null);    static mframe_t insane_frames_crawl_pain[] = 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) };    static mmove_t insane_move_crawl_pain = new mmove_t(FRAME_cr_pain2,            FRAME_cr_pain10, insane_frames_crawl_pain, insane_run);    static mframe_t insane_frames_crawl_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) };    static mmove_t insane_move_crawl_death = new mmove_t(FRAME_cr_death10,            FRAME_cr_death16, insane_frames_crawl_death, insane_dead);    static mframe_t insane_frames_cross[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, insane_moan),            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 insane_move_cross = new mmove_t(FRAME_cross1, FRAME_cross15,            insane_frames_cross, insane_cross);    static mframe_t insane_frames_struggle_cross[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, insane_scream),            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 insane_move_struggle_cross = new mmove_t(FRAME_cross16,            FRAME_cross30, insane_frames_struggle_cross, insane_cross);    /*     * QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn     * CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND     */    public static void SP_misc_insane(edict_t self) {        //	 static int skin = 0; //@@        if (GameBase.deathmatch.value != 0) {            GameUtil.G_FreeEdict(self);            return;        }        sound_fist = GameBase.gi.soundindex("insane/insane11.wav");        sound_shake = GameBase.gi.soundindex("insane/insane5.wav");        sound_moan = GameBase.gi.soundindex("insane/insane7.wav");        sound_scream[0] = GameBase.gi.soundindex("insane/insane1.wav");        sound_scream[1] = GameBase.gi.soundindex("insane/insane2.wav");        sound_scream[2] = GameBase.gi.soundindex("insane/insane3.wav");        sound_scream[3] = GameBase.gi.soundindex("insane/insane4.wav");        sound_scream[4] = GameBase.gi.soundindex("insane/insane6.wav");        sound_scream[5] = GameBase.gi.soundindex("insane/insane8.wav");        sound_scream[6] = GameBase.gi.soundindex("insane/insane9.wav");        sound_scream[7] = GameBase.gi.soundindex("insane/insane10.wav");        self.movetype = Defines.MOVETYPE_STEP;        self.solid = Defines.SOLID_BBOX;        self.s.modelindex = GameBase.gi                .modelindex("models/monsters/insane/tris.md2");        Math3D.VectorSet(self.mins, -16, -16, -24);        Math3D.VectorSet(self.maxs, 16, 16, 32);        self.health = 100;        self.gib_health = -50;        self.mass = 300;        self.pain = insane_pain;        self.die = insane_die;        self.monsterinfo.stand = insane_stand;        self.monsterinfo.walk = insane_walk;        self.monsterinfo.run = insane_run;        self.monsterinfo.dodge = null;        self.monsterinfo.attack = null;        self.monsterinfo.melee = null;        self.monsterinfo.sight = null;        self.monsterinfo.aiflags |= Defines.AI_GOOD_GUY;        // @@        //	 self.s.skinnum = skin;        //	 skin++;        //	 if (skin > 12)        //		 skin = 0;        GameBase.gi.linkentity(self);        if ((self.spawnflags & 16) != 0) // Stand Ground            self.monsterinfo.aiflags |= Defines.AI_STAND_GROUND;        self.monsterinfo.currentmove = insane_move_stand_normal;        self.monsterinfo.scale = MODEL_SCALE;        if ((self.spawnflags & 8) != 0) // Crucified ?        {            Math3D.VectorSet(self.mins, -16, 0, 0);            Math3D.VectorSet(self.maxs, 16, 8, 32);            self.flags |= Defines.FL_NO_KNOCKBACK;            GameAI.flymonster_start.think(self);        } else {            GameAI.walkmonster_start.think(self);            self.s.skinnum = Lib.rand() % 3;        }    }}

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