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📄 playerweapon.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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    }    /*     * =================      * NoAmmoWeaponChange      * =================     */    public static void NoAmmoWeaponChange(edict_t ent) {        if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                .FindItem("slugs"))]                && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                        .FindItem("railgun"))]) {            ent.client.newweapon = GameItems.FindItem("railgun");            return;        }        if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                .FindItem("cells"))]                && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                        .FindItem("hyperblaster"))]) {            ent.client.newweapon = GameItems.FindItem("hyperblaster");            return;        }        if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                .FindItem("bullets"))]                && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                        .FindItem("chaingun"))]) {            ent.client.newweapon = GameItems.FindItem("chaingun");            return;        }        if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                .FindItem("bullets"))]                && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                        .FindItem("machinegun"))]) {            ent.client.newweapon = GameItems.FindItem("machinegun");            return;        }        if (ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                .FindItem("shells"))] > 1                && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                        .FindItem("super shotgun"))]) {            ent.client.newweapon = GameItems.FindItem("super shotgun");            return;        }        if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                .FindItem("shells"))]                && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems                        .FindItem("shotgun"))]) {            ent.client.newweapon = GameItems.FindItem("shotgun");            return;        }        ent.client.newweapon = GameItems.FindItem("blaster");    }    /*     * =================      * Think_Weapon     *      * Called by ClientBeginServerFrame and ClientThink      * =================     */    public static void Think_Weapon(edict_t ent) {        // if just died, put the weapon away        if (ent.health < 1) {            ent.client.newweapon = null;            ChangeWeapon(ent);        }        // call active weapon think routine        if (null != ent.client.pers.weapon                && null != ent.client.pers.weapon.weaponthink) {            is_quad = (ent.client.quad_framenum > GameBase.level.framenum);            if (ent.client.silencer_shots != 0)                is_silenced = (byte) Defines.MZ_SILENCED;            else                is_silenced = 0;            ent.client.pers.weapon.weaponthink.think(ent);        }    }    /*     * ================      * Weapon_Generic     *      * A generic function to handle the basics of weapon thinking     * ================     */    public static void Weapon_Generic(edict_t ent, int FRAME_ACTIVATE_LAST,            int FRAME_FIRE_LAST, int FRAME_IDLE_LAST,            int FRAME_DEACTIVATE_LAST, int pause_frames[], int fire_frames[],            EntThinkAdapter fire) {        int FRAME_FIRE_FIRST = (FRAME_ACTIVATE_LAST + 1);        int FRAME_IDLE_FIRST = (FRAME_FIRE_LAST + 1);        int FRAME_DEACTIVATE_FIRST = (FRAME_IDLE_LAST + 1);        int n;        if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations        // screw up corpses        {            return;        }        if (ent.client.weaponstate == Defines.WEAPON_DROPPING) {            if (ent.client.ps.gunframe == FRAME_DEACTIVATE_LAST) {                ChangeWeapon(ent);                return;            } else if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) == 4) {                ent.client.anim_priority = Defines.ANIM_REVERSE;                if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) {                    ent.s.frame = M_Player.FRAME_crpain4 + 1;                    ent.client.anim_end = M_Player.FRAME_crpain1;                } else {                    ent.s.frame = M_Player.FRAME_pain304 + 1;                    ent.client.anim_end = M_Player.FRAME_pain301;                }            }            ent.client.ps.gunframe++;            return;        }        if (ent.client.weaponstate == Defines.WEAPON_ACTIVATING) {            if (ent.client.ps.gunframe == FRAME_ACTIVATE_LAST) {                ent.client.weaponstate = Defines.WEAPON_READY;                ent.client.ps.gunframe = FRAME_IDLE_FIRST;                return;            }            ent.client.ps.gunframe++;            return;        }        if ((ent.client.newweapon != null)                && (ent.client.weaponstate != Defines.WEAPON_FIRING)) {            ent.client.weaponstate = Defines.WEAPON_DROPPING;            ent.client.ps.gunframe = FRAME_DEACTIVATE_FIRST;            if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) {                ent.client.anim_priority = Defines.ANIM_REVERSE;                if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) {                    ent.s.frame = M_Player.FRAME_crpain4 + 1;                    ent.client.anim_end = M_Player.FRAME_crpain1;                } else {                    ent.s.frame = M_Player.FRAME_pain304 + 1;                    ent.client.anim_end = M_Player.FRAME_pain301;                }            }            return;        }        if (ent.client.weaponstate == Defines.WEAPON_READY) {            if (((ent.client.latched_buttons | ent.client.buttons) & Defines.BUTTON_ATTACK) != 0) {                ent.client.latched_buttons &= ~Defines.BUTTON_ATTACK;                if ((0 == ent.client.ammo_index)                        || (ent.client.pers.inventory[ent.client.ammo_index] >= ent.client.pers.weapon.quantity)) {                    ent.client.ps.gunframe = FRAME_FIRE_FIRST;                    ent.client.weaponstate = Defines.WEAPON_FIRING;                    // start the animation                    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 - 1;                        ent.client.anim_end = M_Player.FRAME_crattak9;                    } else {                        ent.s.frame = M_Player.FRAME_attack1 - 1;                        ent.client.anim_end = M_Player.FRAME_attack8;                    }                } else {                    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);                }            } else {                if (ent.client.ps.gunframe == FRAME_IDLE_LAST) {                    ent.client.ps.gunframe = FRAME_IDLE_FIRST;                    return;                }                if (pause_frames != null) {                    for (n = 0; pause_frames[n] != 0; n++) {                        if (ent.client.ps.gunframe == pause_frames[n]) {                            if ((Lib.rand() & 15) != 0)                                return;                        }                    }                }                ent.client.ps.gunframe++;                return;            }        }        if (ent.client.weaponstate == Defines.WEAPON_FIRING) {            for (n = 0; fire_frames[n] != 0; n++) {                if (ent.client.ps.gunframe == fire_frames[n]) {                    if (ent.client.quad_framenum > GameBase.level.framenum)                        GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi                                .soundindex("items/damage3.wav"), 1,                                Defines.ATTN_NORM, 0);                    fire.think(ent);                    break;                }            }            if (0 == fire_frames[n])                ent.client.ps.gunframe++;            if (ent.client.ps.gunframe == FRAME_IDLE_FIRST + 1)                ent.client.weaponstate = Defines.WEAPON_READY;        }    }    /*     * ======================================================================     *      * GRENADE     *      * ======================================================================     */    public static void weapon_grenade_fire(edict_t ent, boolean held) {        float[] offset = { 0, 0, 0 };        float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };        float[] start = { 0, 0, 0 };        int damage = 125;        float timer;        int speed;        float radius;        radius = damage + 40;        if (is_quad)            damage *= 4;        Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);        Math3D.AngleVectors(ent.client.v_angle, forward, right, null);        P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);        timer = ent.client.grenade_time - GameBase.level.time;        speed = (int) (Defines.GRENADE_MINSPEED + (Defines.GRENADE_TIMER - timer)                * ((Defines.GRENADE_MAXSPEED - Defines.GRENADE_MINSPEED) / Defines.GRENADE_TIMER));        GameWeapon.fire_grenade2(ent, start, forward, damage, speed, timer, radius,                held);        if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))            ent.client.pers.inventory[ent.client.ammo_index]--;        ent.client.grenade_time = GameBase.level.time + 1.0f;        if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations        // screw up corpses        {            return;        }        if (ent.health <= 0)            return;        if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) {            ent.client.anim_priority = Defines.ANIM_ATTACK;            ent.s.frame = M_Player.FRAME_crattak1 - 1;            ent.client.anim_end = M_Player.FRAME_crattak3;        } else {            ent.client.anim_priority = Defines.ANIM_REVERSE;            ent.s.frame = M_Player.FRAME_wave08;            ent.client.anim_end = M_Player.FRAME_wave01;        }    }    /*     * ======================================================================     *      * BLASTER / HYPERBLASTER     *      * ======================================================================     */    public static void Blaster_Fire(edict_t ent, float[] g_offset, int damage,            boolean hyper, int effect) {        float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };        float[] start = { 0, 0, 0 };        float[] offset = { 0, 0, 0 };        if (is_quad)            damage *= 4;        Math3D.AngleVectors(ent.client.v_angle, forward, right, null);        Math3D.VectorSet(offset, 24, 8, ent.viewheight - 8);        Math3D.VectorAdd(offset, g_offset, offset);        P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);        Math3D.VectorScale(forward, -2, ent.client.kick_origin);        ent.client.kick_angles[0] = -1;        GameWeapon.fire_blaster(ent, start, forward, damage, 1000, effect, hyper);        // send muzzle flash        GameBase.gi.WriteByte(Defines.svc_muzzleflash);        GameBase.gi.WriteShort(ent.index);        if (hyper)            GameBase.gi.WriteByte(Defines.MZ_HYPERBLASTER | is_silenced);        else            GameBase.gi.WriteByte(Defines.MZ_BLASTER | is_silenced);        GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);        PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);    }    /*     * ===============      * PlayerNoise     *      * Each player can have two noise objects associated with it: a personal     * noise (jumping, pain, weapon firing), and a weapon target noise (bullet     * wall impacts)     *      * Monsters that don't directly see the player can move to a noise in hopes     * of seeing the player from there.      * ===============     */    static void PlayerNoise(edict_t who, float[] where, int type) {        edict_t noise;            if (type == Defines.PNOISE_WEAPON) {            if (who.client.silencer_shots > 0) {                who.client.silencer_shots--;                return;            }        }            if (GameBase.deathmatch.value != 0)            return;            if ((who.flags & Defines.FL_NOTARGET) != 0)            return;            if (who.mynoise == null) {            noise = GameUtil.G_Spawn();            noise.classname = "player_noise";            Math3D.VectorSet(noise.mins, -8, -8, -8);            Math3D.VectorSet(noise.maxs, 8, 8, 8);            noise.owner = who;            noise.svflags = Defines.SVF_NOCLIENT;            who.mynoise = noise;                noise = GameUtil.G_Spawn();            noise.classname = "player_noise";            Math3D.VectorSet(noise.mins, -8, -8, -8);            Math3D.VectorSet(noise.maxs, 8, 8, 8);            noise.owner = who;            noise.svflags = Defines.SVF_NOCLIENT;            who.mynoise2 = noise;        }            if (type == Defines.PNOISE_SELF || type == Defines.PNOISE_WEAPON) {            noise = who.mynoise;            GameBase.level.sound_entity = noise;            GameBase.level.sound_entity_framenum = GameBase.level.framenum;        }         else // type == PNOISE_IMPACT        {            noise = who.mynoise2;            GameBase.level.sound2_entity = noise;            GameBase.level.sound2_entity_framenum = GameBase.level.framenum;        }            Math3D.VectorCopy(where, noise.s.origin);        Math3D.VectorSubtract(where, noise.maxs, noise.absmin);        Math3D.VectorAdd(where, noise.maxs, noise.absmax);        noise.teleport_time = GameBase.level.time;        GameBase.gi.linkentity(noise);    }}

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