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📄 playerweapon.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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            }            // change to this weapon when down            ent.client.newweapon = item;        }    };    /*     * ================      * Drop_Weapon      * ================     */    public static ItemDropAdapter Drop_Weapon = new ItemDropAdapter() {    	public String getID() { return "Drop_Weapon"; }        public void drop(edict_t ent, gitem_t item) {            int index;            if (0 != ((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY))                return;            index = GameItems.ITEM_INDEX(item);            // see if we're already using it            if (((item == ent.client.pers.weapon) || (item == ent.client.newweapon))                    && (ent.client.pers.inventory[index] == 1)) {                GameBase.gi.cprintf(ent, Defines.PRINT_HIGH,                        "Can't drop current weapon\n");                return;            }            GameItems.Drop_Item(ent, item);            ent.client.pers.inventory[index]--;        }    };    /*     * ======================================================================     *      * MACHINEGUN / CHAINGUN     *      * ======================================================================     */    public static EntThinkAdapter Machinegun_Fire = new EntThinkAdapter() {    	public String getID() { return "Machinegun_Fire"; }        public boolean think(edict_t ent) {            int i;            float[] start = { 0, 0, 0 };            float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };            float[] angles = { 0, 0, 0 };            int damage = 8;            int kick = 2;            float[] offset = { 0, 0, 0 };            if (0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) {                ent.client.machinegun_shots = 0;                ent.client.ps.gunframe++;                return true;            }            if (ent.client.ps.gunframe == 5)                ent.client.ps.gunframe = 4;            else                ent.client.ps.gunframe = 5;            if (ent.client.pers.inventory[ent.client.ammo_index] < 1) {                ent.client.ps.gunframe = 6;                if (GameBase.level.time >= ent.pain_debounce_time) {                    GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi                            .soundindex("weapons/noammo.wav"), 1,                            Defines.ATTN_NORM, 0);                    ent.pain_debounce_time = GameBase.level.time + 1;                }                NoAmmoWeaponChange(ent);                return true;            }            if (is_quad) {                damage *= 4;                kick *= 4;            }            for (i = 1; i < 3; i++) {                ent.client.kick_origin[i] = Lib.crandom() * 0.35f;                ent.client.kick_angles[i] = Lib.crandom() * 0.7f;            }            ent.client.kick_origin[0] = Lib.crandom() * 0.35f;            ent.client.kick_angles[0] = ent.client.machinegun_shots * -1.5f;            // raise the gun as it is firing            if (0 == GameBase.deathmatch.value) {                ent.client.machinegun_shots++;                if (ent.client.machinegun_shots > 9)                    ent.client.machinegun_shots = 9;            }            // get start / end positions            Math3D                    .VectorAdd(ent.client.v_angle, ent.client.kick_angles,                            angles);            Math3D.AngleVectors(angles, forward, right, null);            Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);            P_ProjectSource(ent.client, ent.s.origin, offset, forward, right,                    start);            GameWeapon.fire_bullet(ent, start, forward, damage, kick,                    Defines.DEFAULT_BULLET_HSPREAD,                    Defines.DEFAULT_BULLET_VSPREAD, Defines.MOD_MACHINEGUN);            GameBase.gi.WriteByte(Defines.svc_muzzleflash);            GameBase.gi.WriteShort(ent.index);            GameBase.gi.WriteByte(Defines.MZ_MACHINEGUN | is_silenced);            GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);            PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);            if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))                ent.client.pers.inventory[ent.client.ammo_index]--;            ent.client.anim_priority = Defines.ANIM_ATTACK;            if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) {                ent.s.frame = M_Player.FRAME_crattak1                        - (int) (Lib.random() + 0.25);                ent.client.anim_end = M_Player.FRAME_crattak9;            } else {                ent.s.frame = M_Player.FRAME_attack1                        - (int) (Lib.random() + 0.25);                ent.client.anim_end = M_Player.FRAME_attack8;            }            return true;        }    };    public static EntThinkAdapter Chaingun_Fire = new EntThinkAdapter() {    	public String getID() { return "Chaingun_Fire"; }        public boolean think(edict_t ent) {            int i;            int shots;            float[] start = { 0, 0, 0 };            float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 };            float r, u;            float[] offset = { 0, 0, 0 };            int damage;            int kick = 2;            if (GameBase.deathmatch.value != 0)                damage = 6;            else                damage = 8;            if (ent.client.ps.gunframe == 5)                GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi                        .soundindex("weapons/chngnu1a.wav"), 1,                        Defines.ATTN_IDLE, 0);            if ((ent.client.ps.gunframe == 14)                    && 0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) {                ent.client.ps.gunframe = 32;                ent.client.weapon_sound = 0;                return true;            } else if ((ent.client.ps.gunframe == 21)                    && (ent.client.buttons & Defines.BUTTON_ATTACK) != 0                    && 0 != ent.client.pers.inventory[ent.client.ammo_index]) {                ent.client.ps.gunframe = 15;            } else {                ent.client.ps.gunframe++;            }            if (ent.client.ps.gunframe == 22) {                ent.client.weapon_sound = 0;                GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi                        .soundindex("weapons/chngnd1a.wav"), 1,                        Defines.ATTN_IDLE, 0);            } else {                ent.client.weapon_sound = GameBase.gi                        .soundindex("weapons/chngnl1a.wav");            }            ent.client.anim_priority = Defines.ANIM_ATTACK;            if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) {                ent.s.frame = M_Player.FRAME_crattak1                        - (ent.client.ps.gunframe & 1);                ent.client.anim_end = M_Player.FRAME_crattak9;            } else {                ent.s.frame = M_Player.FRAME_attack1                        - (ent.client.ps.gunframe & 1);                ent.client.anim_end = M_Player.FRAME_attack8;            }            if (ent.client.ps.gunframe <= 9)                shots = 1;            else if (ent.client.ps.gunframe <= 14) {                if ((ent.client.buttons & Defines.BUTTON_ATTACK) != 0)                    shots = 2;                else                    shots = 1;            } else                shots = 3;            if (ent.client.pers.inventory[ent.client.ammo_index] < shots)                shots = ent.client.pers.inventory[ent.client.ammo_index];            if (0 == shots) {                if (GameBase.level.time >= ent.pain_debounce_time) {                    GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi                            .soundindex("weapons/noammo.wav"), 1,                            Defines.ATTN_NORM, 0);                    ent.pain_debounce_time = GameBase.level.time + 1;                }                NoAmmoWeaponChange(ent);                return true;            }            if (is_quad) {                damage *= 4;                kick *= 4;            }            for (i = 0; i < 3; i++) {                ent.client.kick_origin[i] = Lib.crandom() * 0.35f;                ent.client.kick_angles[i] = Lib.crandom() * 0.7f;            }            for (i = 0; i < shots; i++) {                // get start / end positions                Math3D.AngleVectors(ent.client.v_angle, forward, right, up);                r = 7 + Lib.crandom() * 4;                u = Lib.crandom() * 4;                Math3D.VectorSet(offset, 0, r, u + ent.viewheight - 8);                P_ProjectSource(ent.client, ent.s.origin, offset, forward,                        right, start);                GameWeapon.fire_bullet(ent, start, forward, damage, kick,                        Defines.DEFAULT_BULLET_HSPREAD,                        Defines.DEFAULT_BULLET_VSPREAD, Defines.MOD_CHAINGUN);            }            // send muzzle flash            GameBase.gi.WriteByte(Defines.svc_muzzleflash);            GameBase.gi.WriteShort(ent.index);            GameBase.gi.WriteByte((Defines.MZ_CHAINGUN1 + shots - 1)                    | is_silenced);            GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);            PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);            if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))                ent.client.pers.inventory[ent.client.ammo_index] -= shots;            return true;        }    };    public static int pause_frames[] = { 39, 45, 50, 55, 0 };    public static int fire_frames[] = { 9, 17, 0 };    public static EntInteractAdapter Pickup_Weapon = new EntInteractAdapter() {    	public String getID() { return "Pickup_Weapon"; }        public boolean interact(edict_t ent, edict_t other) {            int index;            gitem_t ammo;                index = GameItems.ITEM_INDEX(ent.item);                if ((((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0 || GameBase.coop.value != 0)                    && 0 != other.client.pers.inventory[index]) {                if (0 == (ent.spawnflags & (Defines.DROPPED_ITEM | Defines.DROPPED_PLAYER_ITEM)))                    return false; // leave the weapon for others to pickup            }                other.client.pers.inventory[index]++;                if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) {                // give them some ammo with it                ammo = GameItems.FindItem(ent.item.ammo);                if (((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO) != 0)                    GameItems.Add_Ammo(other, ammo, 1000);                else                    GameItems.Add_Ammo(other, ammo, ammo.quantity);                    if (0 == (ent.spawnflags & Defines.DROPPED_PLAYER_ITEM)) {                    if (GameBase.deathmatch.value != 0) {                        if (((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0)                            ent.flags |= Defines.FL_RESPAWN;                        else                            GameItems.SetRespawn(ent, 30);                    }                    if (GameBase.coop.value != 0)                        ent.flags |= Defines.FL_RESPAWN;                }            }                if (other.client.pers.weapon != ent.item                    && (other.client.pers.inventory[index] == 1)                    && (0 == GameBase.deathmatch.value || other.client.pers.weapon == GameItems                            .FindItem("blaster")))                other.client.newweapon = ent.item;                return true;        }    };    public static void P_ProjectSource(gclient_t client, float[] point,            float[] distance, float[] forward, float[] right, float[] result) {        float[] _distance = { 0, 0, 0 };        Math3D.VectorCopy(distance, _distance);        if (client.pers.hand == Defines.LEFT_HANDED)            _distance[1] *= -1;        else if (client.pers.hand == Defines.CENTER_HANDED)            _distance[1] = 0;        Math3D.G_ProjectSource(point, _distance, forward, right, result);    }    /*     * ===============      * ChangeWeapon     *      * The old weapon has been dropped all the way, so make the new one current     * ===============     */    public static void ChangeWeapon(edict_t ent) {        int i;        if (ent.client.grenade_time != 0) {            ent.client.grenade_time = GameBase.level.time;            ent.client.weapon_sound = 0;            weapon_grenade_fire(ent, false);            ent.client.grenade_time = 0;        }        ent.client.pers.lastweapon = ent.client.pers.weapon;        ent.client.pers.weapon = ent.client.newweapon;        ent.client.newweapon = null;        ent.client.machinegun_shots = 0;        // set visible model        if (ent.s.modelindex == 255) {            if (ent.client.pers.weapon != null)                i = ((ent.client.pers.weapon.weapmodel & 0xff) << 8);            else                i = 0;            ent.s.skinnum = (ent.index - 1) | i;        }        if (ent.client.pers.weapon != null                && ent.client.pers.weapon.ammo != null)                        ent.client.ammo_index = GameItems.ITEM_INDEX(GameItems                    .FindItem(ent.client.pers.weapon.ammo));        else            ent.client.ammo_index = 0;        if (ent.client.pers.weapon == null) { // dead            ent.client.ps.gunindex = 0;            return;        }        ent.client.weaponstate = Defines.WEAPON_ACTIVATING;        ent.client.ps.gunframe = 0;        ent.client.ps.gunindex = GameBase.gi                .modelindex(ent.client.pers.weapon.view_model);        ent.client.anim_priority = Defines.ANIM_PAIN;        if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) {            ent.s.frame = M_Player.FRAME_crpain1;            ent.client.anim_end = M_Player.FRAME_crpain4;        } else {            ent.s.frame = M_Player.FRAME_pain301;            ent.client.anim_end = M_Player.FRAME_pain304;        }

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