📄 m_insane.java
字号:
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; } }}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -