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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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Merge pull request #1346 from MellowArpeggiation/master
Improve SSG animations
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commit
17adce20bc
@ -26,6 +26,7 @@ public class CommonConfig {
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public static final String CATEGORY_STRUCTURES = "15_structures";
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public static final String CATEGORY_POLLUTION = "16_pollution";
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public static final String CATEGORY_BIOMES = "17_biomes";
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public static final String CATEGORY_WEAPONS = "18_weapons";
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public static final String CATEGORY_528 = "528";
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public static final String CATEGORY_LBSM = "LESS BULLSHIT MODE";
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@ -15,6 +15,8 @@ public class WeaponConfig {
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public static boolean dropStar = true;
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public static boolean dropCrys = true;
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public static boolean dropDead = true;
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public static boolean linearAnimations = false;
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public static void loadFromConfig(Configuration config) {
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@ -38,5 +40,9 @@ public class WeaponConfig {
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dropStar = CommonConfig.createConfigBool(config, CATEGORY_DROPS, "10.02_dropStar", "Whether rigged star blaster cells should explode when dropped", true);
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dropCrys = CommonConfig.createConfigBool(config, CATEGORY_DROPS, "10.04_dropCrys", "Whether xen crystals should move blocks when dropped", true);
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dropDead = CommonConfig.createConfigBool(config, CATEGORY_DROPS, "10.05_dropDead", "Whether dead man's explosives should explode when dropped", true);
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final String CATEGORY_WEAPONS = CommonConfig.CATEGORY_WEAPONS;
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linearAnimations = CommonConfig.createConfigBool(config, CATEGORY_WEAPONS, "18.00_linearAnimations", "Should heavily stylised weapon animations be replaced with more conventional ones?", false);
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}
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}
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@ -2,6 +2,7 @@ package com.hbm.render.item.weapon;
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import org.lwjgl.opengl.GL11;
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import com.hbm.config.WeaponConfig;
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import com.hbm.items.weapon.ItemGunBase;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.anim.HbmAnimations;
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@ -49,16 +50,18 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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String animSuffix = WeaponConfig.linearAnimations ? "Lame" : "";
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GL11.glScalef(0.5F, 0.5F, 0.5F);
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GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(-95F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-2.0F, 0.5F, -2.0F);
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GL11.glTranslatef(-2.0F, 0.25F, -2.5F);
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HbmAnimations.applyRelevantTransformation("Body");
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HbmAnimations.applyRelevantTransformation("Body" + animSuffix);
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ResourceManager.shotty.renderPart("Body");
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HbmAnimations.applyRelevantTransformation("Barrel");
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HbmAnimations.applyRelevantTransformation("Barrel" + animSuffix);
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ResourceManager.shotty.renderPart("Barrel");
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// If we've run out of ammo, stop drawing the shells after ejection has completed
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@ -67,12 +70,12 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0 || millis < 1000) {
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("ShellL");
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HbmAnimations.applyRelevantTransformation("ShellL" + animSuffix);
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ResourceManager.shotty.renderPart("ShellL");
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("ShellR");
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HbmAnimations.applyRelevantTransformation("ShellR" + animSuffix);
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ResourceManager.shotty.renderPart("ShellR");
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GL11.glPopMatrix();
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}
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