folly ammo, new buckshot, 9mm and wand textures
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assets/hbm/textures/items/cordite.png
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After Width: | Height: | Size: 349 B |
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assets/hbm/textures/items/gun_bolt_action_ammo_alt.png
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After Width: | Height: | Size: 245 B |
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assets/hbm/textures/items/gun_folly_ammo_du.png
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After Width: | Height: | Size: 436 B |
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assets/hbm/textures/items/gun_folly_ammo_nuclear.png
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After Width: | Height: | Size: 576 B |
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assets/hbm/textures/items/gun_folly_ammo_taint.png
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After Width: | Height: | Size: 562 B |
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Before Width: | Height: | Size: 310 B After Width: | Height: | Size: 304 B |
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assets/hbm/textures/items/gun_jack_ammo_alt.png
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After Width: | Height: | Size: 310 B |
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Before Width: | Height: | Size: 240 B After Width: | Height: | Size: 237 B |
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assets/hbm/textures/items/gun_lever_action_ammo_alt.png
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After Width: | Height: | Size: 240 B |
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Before Width: | Height: | Size: 209 B After Width: | Height: | Size: 185 B |
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assets/hbm/textures/items/gun_mp40_ammo_alt.png
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After Width: | Height: | Size: 209 B |
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Before Width: | Height: | Size: 247 B After Width: | Height: | Size: 263 B |
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assets/hbm/textures/items/gun_revolver_nightmare2_ammo_alt.png
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After Width: | Height: | Size: 247 B |
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Before Width: | Height: | Size: 261 B After Width: | Height: | Size: 245 B |
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assets/hbm/textures/items/gun_uboinik_ammo_alt.png
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After Width: | Height: | Size: 261 B |
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Before Width: | Height: | Size: 257 B After Width: | Height: | Size: 211 B |
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assets/hbm/textures/items/wand_alt.png
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After Width: | Height: | Size: 257 B |
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Before Width: | Height: | Size: 250 B After Width: | Height: | Size: 211 B |
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assets/hbm/textures/items/wand_d_alt.png
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After Width: | Height: | Size: 250 B |
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Before Width: | Height: | Size: 251 B After Width: | Height: | Size: 220 B |
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assets/hbm/textures/items/wand_s_alt.png
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After Width: | Height: | Size: 251 B |
@ -10,6 +10,9 @@ public class BulletConfiguration {
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//damage bounds
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public float dmgMin;
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public float dmgMax;
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//acceleration torwards neg Y
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public double gravity;
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//whether the projectile should be able to bounce off of blocks
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public boolean doesRicochet;
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@ -20,5 +23,20 @@ public class BulletConfiguration {
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public boolean doesPenetrate;
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//whether or not the bullet should break glass
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public boolean doesBreakGlass;
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//bullet effects
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public int incendiary;
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public int poison;
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public int wither;
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public int emp;
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public int stun;
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public int explosive;
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public int rainbow;
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public int nuke;
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public boolean boxcar;
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public boolean destroysBlocks;
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//appearance for rendering
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public int style;
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}
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@ -728,6 +728,7 @@ public class ModItems {
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public static Item powder_ice;
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public static Item powder_poison;
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public static Item powder_thermite;
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public static Item cordite;
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public static Item pellet_gas;
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public static Item magnetron;
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public static Item pellet_buckshot;
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@ -820,6 +821,9 @@ public class ModItems {
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public static Item gun_avenger;
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public static Item gun_lacunae;
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public static Item gun_lacunae_ammo;
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public static Item gun_folly_ammo_taint;
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public static Item gun_folly_ammo_nuclear;
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public static Item gun_folly_ammo_du;
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public static Item gun_fatman;
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public static Item gun_proto;
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public static Item gun_fatman_ammo;
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@ -2115,6 +2119,7 @@ public class ModItems {
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powder_ice = new ItemCustomLore().setUnlocalizedName("powder_ice").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":powder_ice");
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powder_poison = new ItemCustomLore().setUnlocalizedName("powder_poison").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":powder_poison");
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powder_thermite = new ItemCustomLore().setUnlocalizedName("powder_thermite").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":powder_thermite");
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cordite = new Item().setUnlocalizedName("cordite").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":cordite");
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pellet_gas = new ItemCustomLore().setUnlocalizedName("pellet_gas").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":pellet_gas");
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magnetron = new ItemCustomLore().setUnlocalizedName("magnetron").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":magnetron_alt");
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pellet_buckshot = new Item().setUnlocalizedName("pellet_buckshot").setCreativeTab(MainRegistry.partsTab).setTextureName(RefStrings.MODID + ":pellets_lead");
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@ -2200,6 +2205,9 @@ public class ModItems {
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gun_minigun = new GunLacunae().setUnlocalizedName("gun_minigun").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_minigun");
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gun_avenger = new GunLacunae().setUnlocalizedName("gun_avenger").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_avenger");
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gun_lacunae = new GunLacunae().setUnlocalizedName("gun_lacunae").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_lacunae");
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gun_folly_ammo_taint = new ItemCustomLore().setUnlocalizedName("gun_folly_ammo_taint").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_folly_ammo_taint");
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gun_folly_ammo_nuclear = new ItemCustomLore().setUnlocalizedName("gun_folly_ammo_nuclear").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_folly_ammo_nuclear");
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gun_folly_ammo_du = new ItemCustomLore().setUnlocalizedName("gun_folly_ammo_du").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_folly_ammo_du");
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gun_fatman_ammo = new Item().setUnlocalizedName("gun_fatman_ammo").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_fatman_ammo");
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gun_fatman = new GunFatman().setMaxDamage(2500).setUnlocalizedName("gun_fatman").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_fatman");
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gun_proto = new GunProtoMirv().setMaxDamage(2500).setUnlocalizedName("gun_proto").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_fatman");
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@ -3009,6 +3017,7 @@ public class ModItems {
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GameRegistry.registerItem(powder_poison, powder_poison.getUnlocalizedName());
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GameRegistry.registerItem(powder_thermite, powder_thermite.getUnlocalizedName());
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GameRegistry.registerItem(powder_power, powder_power.getUnlocalizedName());
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GameRegistry.registerItem(cordite, cordite.getUnlocalizedName());
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//Fragments
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GameRegistry.registerItem(fragment_neodymium, fragment_neodymium.getUnlocalizedName());
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@ -3807,6 +3816,9 @@ public class ModItems {
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GameRegistry.registerItem(gun_revolver_nopip_ammo, gun_revolver_nopip_ammo.getUnlocalizedName());
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GameRegistry.registerItem(gun_calamity_ammo, gun_calamity_ammo.getUnlocalizedName());
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GameRegistry.registerItem(gun_lacunae_ammo, gun_lacunae_ammo.getUnlocalizedName());
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GameRegistry.registerItem(gun_folly_ammo_taint, gun_folly_ammo_taint.getUnlocalizedName());
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GameRegistry.registerItem(gun_folly_ammo_nuclear, gun_folly_ammo_nuclear.getUnlocalizedName());
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GameRegistry.registerItem(gun_folly_ammo_du, gun_folly_ammo_du.getUnlocalizedName());
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GameRegistry.registerItem(gun_b92_ammo, gun_b92_ammo.getUnlocalizedName());
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GameRegistry.registerItem(gun_rpg_ammo, gun_rpg_ammo.getUnlocalizedName());
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GameRegistry.registerItem(gun_stinger_ammo, gun_stinger_ammo.getUnlocalizedName());
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@ -182,29 +182,29 @@ public class AuxButtonPacket implements IMessage {
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}
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}
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}
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}
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if (te instanceof TileEntityMachineReactorLarge) {
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TileEntityMachineReactorLarge reactor = (TileEntityMachineReactorLarge)te;
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if (te instanceof TileEntityMachineReactorLarge) {
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TileEntityMachineReactorLarge reactor = (TileEntityMachineReactorLarge)te;
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if(m.id == 0)
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reactor.rods = m.value;
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if(m.id == 1) {
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FluidType type = FluidType.STEAM;
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int fill = reactor.tanks[2].getFill();
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if(m.id == 0)
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reactor.rods = m.value;
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if(m.id == 1) {
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FluidType type = FluidType.STEAM;
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int fill = reactor.tanks[2].getFill();
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switch(m.value) {
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case 0: type = FluidType.HOTSTEAM; fill = (int)Math.floor(fill / 10D); break;
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case 1: type = FluidType.SUPERHOTSTEAM; fill = (int)Math.floor(fill / 10D); break;
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case 2: type = FluidType.STEAM; fill = (int)Math.floor(fill * 100); break;
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}
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if(fill > reactor.tanks[2].getMaxFill())
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fill = reactor.tanks[2].getMaxFill();
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reactor.tanks[2].setTankType(type);
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reactor.tanks[2].setFill(fill);
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switch(m.value) {
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case 0: type = FluidType.HOTSTEAM; fill = (int)Math.floor(fill / 10D); break;
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case 1: type = FluidType.SUPERHOTSTEAM; fill = (int)Math.floor(fill / 10D); break;
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case 2: type = FluidType.STEAM; fill = (int)Math.floor(fill * 100); break;
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}
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if(fill > reactor.tanks[2].getMaxFill())
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fill = reactor.tanks[2].getMaxFill();
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reactor.tanks[2].setTankType(type);
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reactor.tanks[2].setFill(fill);
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}
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}
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