亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? cl_fx.c

?? 著名游戲quake2原代碼最新版本(vc6.0可以編譯的)
?? C
?? 第 1 頁 / 共 4 頁
字號:
/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// cl_fx.c -- entity effects parsing and management

#include "client.h"

void CL_LogoutEffect (vec3_t org, int type);
void CL_ItemRespawnParticles (vec3_t org);

static vec3_t avelocities [NUMVERTEXNORMALS];

extern	struct model_s	*cl_mod_smoke;
extern	struct model_s	*cl_mod_flash;

/*
==============================================================

LIGHT STYLE MANAGEMENT

==============================================================
*/

typedef struct
{
	int		length;
	float	value[3];
	float	map[MAX_QPATH];
} clightstyle_t;

clightstyle_t	cl_lightstyle[MAX_LIGHTSTYLES];
int			lastofs;

/*
================
CL_ClearLightStyles
================
*/
void CL_ClearLightStyles (void)
{
	memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
	lastofs = -1;
}

/*
================
CL_RunLightStyles
================
*/
void CL_RunLightStyles (void)
{
	int		ofs;
	int		i;
	clightstyle_t	*ls;

	ofs = cl.time / 100;
	if (ofs == lastofs)
		return;
	lastofs = ofs;

	for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
	{
		if (!ls->length)
		{
			ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
			continue;
		}
		if (ls->length == 1)
			ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
		else
			ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length];
	}
}


void CL_SetLightstyle (int i)
{
	char	*s;
	int		j, k;

	s = cl.configstrings[i+CS_LIGHTS];

	j = strlen (s);
	if (j >= MAX_QPATH)
		Com_Error (ERR_DROP, "svc_lightstyle length=%i", j);

	cl_lightstyle[i].length = j;

	for (k=0 ; k<j ; k++)
		cl_lightstyle[i].map[k] = (float)(s[k]-'a')/(float)('m'-'a');
}

/*
================
CL_AddLightStyles
================
*/
void CL_AddLightStyles (void)
{
	int		i;
	clightstyle_t	*ls;

	for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
		V_AddLightStyle (i, ls->value[0], ls->value[1], ls->value[2]);
}

/*
==============================================================

DLIGHT MANAGEMENT

==============================================================
*/

cdlight_t		cl_dlights[MAX_DLIGHTS];

/*
================
CL_ClearDlights
================
*/
void CL_ClearDlights (void)
{
	memset (cl_dlights, 0, sizeof(cl_dlights));
}

/*
===============
CL_AllocDlight

===============
*/
cdlight_t *CL_AllocDlight (int key)
{
	int		i;
	cdlight_t	*dl;

// first look for an exact key match
	if (key)
	{
		dl = cl_dlights;
		for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
		{
			if (dl->key == key)
			{
				memset (dl, 0, sizeof(*dl));
				dl->key = key;
				return dl;
			}
		}
	}

// then look for anything else
	dl = cl_dlights;
	for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
	{
		if (dl->die < cl.time)
		{
			memset (dl, 0, sizeof(*dl));
			dl->key = key;
			return dl;
		}
	}

	dl = &cl_dlights[0];
	memset (dl, 0, sizeof(*dl));
	dl->key = key;
	return dl;
}

/*
===============
CL_NewDlight
===============
*/
void CL_NewDlight (int key, float x, float y, float z, float radius, float time)
{
	cdlight_t	*dl;

	dl = CL_AllocDlight (key);
	dl->origin[0] = x;
	dl->origin[1] = y;
	dl->origin[2] = z;
	dl->radius = radius;
	dl->die = cl.time + time;
}


/*
===============
CL_RunDLights

===============
*/
void CL_RunDLights (void)
{
	int			i;
	cdlight_t	*dl;

	dl = cl_dlights;
	for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
	{
		if (!dl->radius)
			continue;
		
		if (dl->die < cl.time)
		{
			dl->radius = 0;
			return;
		}
		dl->radius -= cls.frametime*dl->decay;
		if (dl->radius < 0)
			dl->radius = 0;
	}
}

/*
==============
CL_ParseMuzzleFlash
==============
*/
void CL_ParseMuzzleFlash (void)
{
	vec3_t		fv, rv;
	cdlight_t	*dl;
	int			i, weapon;
	centity_t	*pl;
	int			silenced;
	float		volume;
	char		soundname[64];

	i = MSG_ReadShort (&net_message);
	if (i < 1 || i >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");

	weapon = MSG_ReadByte (&net_message);
	silenced = weapon & MZ_SILENCED;
	weapon &= ~MZ_SILENCED;

	pl = &cl_entities[i];

	dl = CL_AllocDlight (i);
	VectorCopy (pl->current.origin,  dl->origin);
	AngleVectors (pl->current.angles, fv, rv, NULL);
	VectorMA (dl->origin, 18, fv, dl->origin);
	VectorMA (dl->origin, 16, rv, dl->origin);
	if (silenced)
		dl->radius = 100 + (rand()&31);
	else
		dl->radius = 200 + (rand()&31);
	dl->minlight = 32;
	dl->die = cl.time; // + 0.1;

	if (silenced)
		volume = 0.2;
	else
		volume = 1;

	switch (weapon)
	{
	case MZ_BLASTER:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_BLUEHYPERBLASTER:
		dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HYPERBLASTER:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_MACHINEGUN:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_SSHOTGUN:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN1:
		dl->radius = 200 + (rand()&31);
		dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN2:
		dl->radius = 225 + (rand()&31);
		dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
		dl->die = cl.time  + 0.1;	// long delay
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
		break;
	case MZ_CHAINGUN3:
		dl->radius = 250 + (rand()&31);
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		dl->die = cl.time  + 0.1;	// long delay
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
		break;
	case MZ_RAILGUN:
		dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_ROCKET:
		dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_GRENADE:
		dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_BFG:
		dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
		break;

	case MZ_LOGIN:
		dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_LOGOUT:
		dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_RESPAWN:
		dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	// RAFAEL
	case MZ_PHALANX:
		dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
		break;
	// RAFAEL
	case MZ_IONRIPPER:	
		dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
		break;

// ======================
// PGM
	case MZ_ETF_RIFLE:
		dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN2:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HEATBEAM:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		dl->die = cl.time + 100;
//		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_BLASTER2:
		dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
		// FIXME - different sound for blaster2 ??
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_TRACKER:
		// negative flashes handled the same in gl/soft until CL_AddDLights
		dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
		break;		
	case MZ_NUKE1:
		dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
		dl->die = cl.time + 100;
		break;
	case MZ_NUKE2:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		dl->die = cl.time + 100;
		break;
	case MZ_NUKE4:
		dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
		dl->die = cl.time + 100;
		break;
	case MZ_NUKE8:
		dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
		dl->die = cl.time + 100;
		break;
// PGM
// ======================
	}
}


/*
==============
CL_ParseMuzzleFlash2
==============
*/
void CL_ParseMuzzleFlash2 (void) 
{
	int			ent;
	vec3_t		origin;
	int			flash_number;
	cdlight_t	*dl;
	vec3_t		forward, right;
	char		soundname[64];

	ent = MSG_ReadShort (&net_message);
	if (ent < 1 || ent >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");

	flash_number = MSG_ReadByte (&net_message);

	// locate the origin
	AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
	origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
	origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
	origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2];

	dl = CL_AllocDlight (ent);
	VectorCopy (origin,  dl->origin);
	dl->radius = 200 + (rand()&31);
	dl->minlight = 32;
	dl->die = cl.time;	// + 0.1;

	switch (flash_number)
	{
	case MZ2_INFANTRY_MACHINEGUN_1:
	case MZ2_INFANTRY_MACHINEGUN_2:
	case MZ2_INFANTRY_MACHINEGUN_3:
	case MZ2_INFANTRY_MACHINEGUN_4:
	case MZ2_INFANTRY_MACHINEGUN_5:
	case MZ2_INFANTRY_MACHINEGUN_6:
	case MZ2_INFANTRY_MACHINEGUN_7:
	case MZ2_INFANTRY_MACHINEGUN_8:
	case MZ2_INFANTRY_MACHINEGUN_9:
	case MZ2_INFANTRY_MACHINEGUN_10:
	case MZ2_INFANTRY_MACHINEGUN_11:
	case MZ2_INFANTRY_MACHINEGUN_12:
	case MZ2_INFANTRY_MACHINEGUN_13:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SOLDIER_MACHINEGUN_1:
	case MZ2_SOLDIER_MACHINEGUN_2:
	case MZ2_SOLDIER_MACHINEGUN_3:
	case MZ2_SOLDIER_MACHINEGUN_4:
	case MZ2_SOLDIER_MACHINEGUN_5:
	case MZ2_SOLDIER_MACHINEGUN_6:
	case MZ2_SOLDIER_MACHINEGUN_7:
	case MZ2_SOLDIER_MACHINEGUN_8:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GUNNER_MACHINEGUN_1:
	case MZ2_GUNNER_MACHINEGUN_2:
	case MZ2_GUNNER_MACHINEGUN_3:
	case MZ2_GUNNER_MACHINEGUN_4:
	case MZ2_GUNNER_MACHINEGUN_5:
	case MZ2_GUNNER_MACHINEGUN_6:
	case MZ2_GUNNER_MACHINEGUN_7:
	case MZ2_GUNNER_MACHINEGUN_8:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_ACTOR_MACHINEGUN_1:
	case MZ2_SUPERTANK_MACHINEGUN_1:
	case MZ2_SUPERTANK_MACHINEGUN_2:
	case MZ2_SUPERTANK_MACHINEGUN_3:
	case MZ2_SUPERTANK_MACHINEGUN_4:
	case MZ2_SUPERTANK_MACHINEGUN_5:
	case MZ2_SUPERTANK_MACHINEGUN_6:
	case MZ2_TURRET_MACHINEGUN:			// PGM
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;

		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_BOSS2_MACHINEGUN_L1:
	case MZ2_BOSS2_MACHINEGUN_L2:
	case MZ2_BOSS2_MACHINEGUN_L3:
	case MZ2_BOSS2_MACHINEGUN_L4:
	case MZ2_BOSS2_MACHINEGUN_L5:
	case MZ2_CARRIER_MACHINEGUN_L1:		// PMM
	case MZ2_CARRIER_MACHINEGUN_L2:		// PMM
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;

		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
		break;

	case MZ2_SOLDIER_BLASTER_1:
	case MZ2_SOLDIER_BLASTER_2:
	case MZ2_SOLDIER_BLASTER_3:
	case MZ2_SOLDIER_BLASTER_4:
	case MZ2_SOLDIER_BLASTER_5:
	case MZ2_SOLDIER_BLASTER_6:
	case MZ2_SOLDIER_BLASTER_7:
	case MZ2_SOLDIER_BLASTER_8:
	case MZ2_TURRET_BLASTER:			// PGM
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_FLYER_BLASTER_1:
	case MZ2_FLYER_BLASTER_2:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_MEDIC_BLASTER_1:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_HOVER_BLASTER_1:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_FLOAT_BLASTER_1:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SOLDIER_SHOTGUN_1:
	case MZ2_SOLDIER_SHOTGUN_2:
	case MZ2_SOLDIER_SHOTGUN_3:
	case MZ2_SOLDIER_SHOTGUN_4:
	case MZ2_SOLDIER_SHOTGUN_5:
	case MZ2_SOLDIER_SHOTGUN_6:
	case MZ2_SOLDIER_SHOTGUN_7:
	case MZ2_SOLDIER_SHOTGUN_8:

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
亚洲国产中文字幕在线视频综合| 国产精品久久久久久久久动漫 | 亚洲成av人片在线| 欧美在线短视频| 蜜臀av性久久久久av蜜臀妖精| 3751色影院一区二区三区| 日韩不卡免费视频| 精品国产伦一区二区三区观看体验| 国产在线不卡视频| 亚洲婷婷综合久久一本伊一区| 一本久久综合亚洲鲁鲁五月天| 亚洲成a人片在线观看中文| 日韩午夜激情免费电影| 国产精品亚洲专一区二区三区| 亚洲人成亚洲人成在线观看图片 | 国产精品久99| 在线精品国精品国产尤物884a| 日韩专区欧美专区| 久久影院视频免费| 色综合天天做天天爱| 午夜精品一区二区三区电影天堂| 欧美精品一区二区在线观看| 99精品视频一区二区三区| 亚洲曰韩产成在线| 欧美精品一区二区三区蜜桃| av在线综合网| 久久狠狠亚洲综合| 国产精品福利电影一区二区三区四区 | 成人免费av资源| 亚洲一区电影777| 国产午夜久久久久| 欧美日韩免费高清一区色橹橹 | 亚洲一区影音先锋| 2017欧美狠狠色| 欧美主播一区二区三区| 国产一区不卡精品| 亚洲成在线观看| 国产精品伦一区二区三级视频| 67194成人在线观看| 国产91精品久久久久久久网曝门| 亚洲狠狠爱一区二区三区| 久久精品人人爽人人爽| 欧美三级电影在线观看| 成人综合在线网站| 免费国产亚洲视频| 一区二区欧美精品| 国产精品污网站| 欧美xfplay| 欧美日韩国产小视频在线观看| 国产不卡视频在线播放| 男女性色大片免费观看一区二区| 亚洲免费资源在线播放| 久久伊人中文字幕| 在线播放/欧美激情| 91在线免费看| 成人在线视频一区| 激情图区综合网| 三级在线观看一区二区| 一区二区三区四区在线免费观看| 欧美国产精品久久| 久久久久久久久久久久电影| 欧美人妖巨大在线| 欧美在线观看视频一区二区三区| a级精品国产片在线观看| 国产福利一区二区三区视频| 美女脱光内衣内裤视频久久影院| 亚洲国产婷婷综合在线精品| ...av二区三区久久精品| 欧美激情在线看| 国产人妖乱国产精品人妖| 日韩精品一区在线观看| 欧美一区二区三区啪啪| 欧美乱妇一区二区三区不卡视频| 在线观看国产精品网站| 91国内精品野花午夜精品| 色欧美88888久久久久久影院| 91免费版在线| 91国偷自产一区二区三区成为亚洲经典 | 久久国产剧场电影| 精品中文av资源站在线观看| 久久99国内精品| 麻豆91免费观看| 国产一区二区女| 成人爽a毛片一区二区免费| 懂色av一区二区三区蜜臀| 成人激情视频网站| 94-欧美-setu| 欧美亚洲高清一区二区三区不卡| 91豆麻精品91久久久久久| 色狠狠桃花综合| 欧美三区免费完整视频在线观看| 欧美三级电影网| 日韩欧美中文字幕一区| 精品国产乱码久久久久久久| 久久综合狠狠综合久久综合88 | 92国产精品观看| 欧美日韩免费在线视频| 欧美成人一区二区三区片免费| 337p粉嫩大胆噜噜噜噜噜91av| 亚洲国产精品国自产拍av| 亚洲色图20p| 天天影视网天天综合色在线播放| 奇米在线7777在线精品| 国产成人在线观看| 色综合色综合色综合| 制服丝袜亚洲播放| 久久久久久**毛片大全| 综合色天天鬼久久鬼色| 婷婷久久综合九色国产成人| 久久国产精品免费| 91在线视频免费观看| 91精品国产入口在线| 久久九九国产精品| 亚洲高清不卡在线| 国产精品综合一区二区三区| www.在线成人| 91精品国产91热久久久做人人| 欧美激情在线一区二区| 亚洲午夜一区二区| 国产丶欧美丶日本不卡视频| 日本精品视频一区二区三区| 日韩精品自拍偷拍| 一区二区欧美精品| 懂色av一区二区三区蜜臀| 欧美日韩精品电影| 国产精品国产三级国产aⅴ入口| 五月综合激情婷婷六月色窝| 成人av资源下载| 欧美成人aa大片| 亚洲一区av在线| 99在线视频精品| 久久美女高清视频| 日本不卡视频在线| 欧美专区在线观看一区| 国产欧美日韩在线| 免费久久精品视频| 欧美日韩国产首页| 亚洲婷婷综合色高清在线| 国产麻豆精品一区二区| 欧美精品少妇一区二区三区| 国产精品久久久久影院老司 | 国产高清不卡一区| 3d成人动漫网站| 亚洲一区二区视频在线观看| 成人听书哪个软件好| 精品国产一区久久| 天天av天天翘天天综合网色鬼国产| 99久久综合精品| 国产日产亚洲精品系列| 激情都市一区二区| 日韩一级二级三级精品视频| 一区二区三区四区中文字幕| 99久久99久久精品国产片果冻| 久久久亚洲高清| 极品少妇一区二区三区精品视频| 91 com成人网| 五月婷婷综合网| 欧美性做爰猛烈叫床潮| 亚洲欧美日韩中文播放| 成人一区在线观看| 国产免费观看久久| 国产69精品一区二区亚洲孕妇| 久久久亚洲精华液精华液精华液| 经典三级视频一区| 久久久久久久电影| 国产成人在线免费| 国产精品免费视频一区| 成人精品国产福利| 国产精品高清亚洲| 91久久精品一区二区二区| 一区二区三区在线视频观看| 色视频成人在线观看免| 亚洲一区二区三区在线| 欧美视频中文一区二区三区在线观看| 一区二区三区日韩在线观看| 91黄色在线观看| 日韩综合在线视频| 日韩一区二区三区视频在线观看| 热久久久久久久| 精品国产乱码久久久久久图片| 国产又黄又大久久| 中文文精品字幕一区二区| 成人av一区二区三区| 亚洲欧洲中文日韩久久av乱码| 欧美中文字幕亚洲一区二区va在线| 一卡二卡欧美日韩| 91精品国产色综合久久不卡蜜臀| 日本aⅴ亚洲精品中文乱码| 欧美tickling挠脚心丨vk| 国产在线观看免费一区| 国产精品麻豆一区二区| 欧美性色黄大片| 久久99深爱久久99精品| 亚洲国产精品t66y| 91福利视频网站| 久久99精品久久久久久| 1024国产精品| 日韩欧美一级精品久久| 不卡一二三区首页| 日本欧美在线观看|