finished leadburster, congo lake grenade launcher

This commit is contained in:
Bob 2023-08-12 00:04:42 +02:00
parent 98ec88678a
commit 1a3596f33d
19 changed files with 5487 additions and 50 deletions

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@ -105,6 +105,7 @@ public class GunConfiguration implements Cloneable {
public static final String RSOUND_SHOTGUN = "hbm:weapon.shotgunReload";
public static final String RSOUND_LAUNCHER = "hbm:weapon.rpgReload";
public static final String RSOUND_GRENADE = "hbm:weapon.hkReload";
public static final String RSOUND_GRENADE_NEW = "hbm:weapon.glReload";
public static final String RSOUND_FATMAN = "hbm:weapon.fatmanReload";
public GunConfiguration silenced() {

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@ -179,6 +179,7 @@ public class Gun4GaugeFactory {
bullet.style = BulletConfiguration.STYLE_FLECHETTE;
bullet.HBRC = 2;
bullet.LBRC = 95;
BulletConfigFactory.makeFlechette(bullet);
bullet.spentCasing = CASING4GAUGE.clone().register("4GaFlech").setColor(0x1537FF, SpentCasing.COLOR_CASE_4GA);

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@ -310,6 +310,7 @@ public class Gun556mmFactory {
bullet.wear = 15;
bullet.style = BulletConfiguration.STYLE_FLECHETTE;
bullet.doesPenetrate = false;
BulletConfigFactory.makeFlechette(bullet);
bullet.spentCasing = CASING556.clone().register("556Flec");

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@ -1,7 +1,5 @@
package com.hbm.handler.guncfg;
import java.util.ArrayList;
import com.hbm.entity.projectile.EntityBulletBaseNT;
import com.hbm.explosion.ExplosionNukeSmall;
import com.hbm.handler.BulletConfigSyncingUtil;
@ -11,11 +9,16 @@ import com.hbm.handler.GunConfiguration;
import com.hbm.inventory.RecipesCommon.ComparableStack;
import com.hbm.items.ModItems;
import com.hbm.items.ItemAmmoEnums.AmmoGrenade;
import com.hbm.lib.HbmCollection;
import com.hbm.lib.HbmCollection.EnumGunManufacturer;
import com.hbm.packet.AuxParticlePacketNT;
import com.hbm.packet.PacketDispatcher;
import com.hbm.particle.SpentCasing;
import com.hbm.particle.SpentCasing.CasingType;
import com.hbm.render.util.RenderScreenOverlay.Crosshair;
import cpw.mods.fml.common.network.NetworkRegistry.TargetPoint;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.MathHelper;
import net.minecraft.util.Vec3;
@ -49,23 +52,12 @@ public class GunGrenadeFactory {
config.crosshair = Crosshair.L_CIRCUMFLEX;
config.firingSound = "hbm:weapon.hkShoot";
config.reloadSound = GunConfiguration.RSOUND_GRENADE;
config.reloadSoundEnd = false;
config.name = "gPistol";
config.manufacturer = EnumGunManufacturer.H_AND_K;
config.config = new ArrayList<Integer>();
config.config.add(BulletConfigSyncingUtil.GRENADE_NORMAL);
config.config.add(BulletConfigSyncingUtil.GRENADE_HE);
config.config.add(BulletConfigSyncingUtil.GRENADE_INCENDIARY);
config.config.add(BulletConfigSyncingUtil.GRENADE_PHOSPHORUS);
config.config.add(BulletConfigSyncingUtil.GRENADE_CHEMICAL);
config.config.add(BulletConfigSyncingUtil.GRENADE_CONCUSSION);
config.config.add(BulletConfigSyncingUtil.GRENADE_FINNED);
config.config.add(BulletConfigSyncingUtil.GRENADE_SLEEK);
config.config.add(BulletConfigSyncingUtil.GRENADE_NUCLEAR);
config.config.add(BulletConfigSyncingUtil.GRENADE_TRACER);
config.config.add(BulletConfigSyncingUtil.GRENADE_KAMPF);
config.config.add(BulletConfigSyncingUtil.GRENADE_LEADBURSTER);
config.config = HbmCollection.grenade;
config.durability = 300;
config.ejector = EJECTOR_LAUNCHER;
@ -77,7 +69,7 @@ public class GunGrenadeFactory {
GunConfiguration config = new GunConfiguration();
config.rateOfFire = 30;
config.rateOfFire = 20;
config.roundsPerCycle = 1;
config.gunMode = GunConfiguration.MODE_NORMAL;
config.firingMode = GunConfiguration.FIRE_MANUAL;
@ -87,27 +79,14 @@ public class GunGrenadeFactory {
config.reloadType = GunConfiguration.RELOAD_SINGLE;
config.allowsInfinity = true;
config.crosshair = Crosshair.L_CIRCUMFLEX;
config.firingSound = "hbm:weapon.hkShoot";
config.reloadSound = GunConfiguration.RSOUND_GRENADE;
config.reloadSoundEnd = false;
config.firingSound = "hbm:weapon.glShoot";
config.reloadSound = GunConfiguration.RSOUND_GRENADE_NEW;
config.name = "congoLake";
config.manufacturer = EnumGunManufacturer.NAWS;
config.config = new ArrayList<Integer>();
config.config.add(BulletConfigSyncingUtil.GRENADE_NORMAL);
config.config.add(BulletConfigSyncingUtil.GRENADE_HE);
config.config.add(BulletConfigSyncingUtil.GRENADE_INCENDIARY);
config.config.add(BulletConfigSyncingUtil.GRENADE_PHOSPHORUS);
config.config.add(BulletConfigSyncingUtil.GRENADE_CHEMICAL);
config.config.add(BulletConfigSyncingUtil.GRENADE_CONCUSSION);
config.config.add(BulletConfigSyncingUtil.GRENADE_FINNED);
config.config.add(BulletConfigSyncingUtil.GRENADE_SLEEK);
config.config.add(BulletConfigSyncingUtil.GRENADE_NUCLEAR);
config.config.add(BulletConfigSyncingUtil.GRENADE_TRACER);
config.config.add(BulletConfigSyncingUtil.GRENADE_KAMPF);
config.config.add(BulletConfigSyncingUtil.GRENADE_LEADBURSTER);
config.durability = 1500;
config.config = HbmCollection.grenade;
config.durability = 2500;
config.ejector = EJECTOR_CONGOLAKE;
@ -312,17 +291,29 @@ public class GunGrenadeFactory {
bullet.style = BulletConfiguration.STYLE_LEADBURSTER;
bullet.doesRicochet = false;
bullet.doesPenetrate = true;
bullet.vPFX = "";
bullet.bntImpact = (bulletnt, x, y, z, sideHit) -> {
switch(sideHit) {
case 0: bulletnt.rotationPitch = (float) (90); break;
case 1: bulletnt.rotationPitch = (float) (-90); break;
case 2: bulletnt.rotationPitch = 0; bulletnt.rotationYaw = 0; break;
case 3: bulletnt.rotationPitch = 0; bulletnt.rotationYaw = (float) 180; break;
case 4: bulletnt.rotationPitch = 0; bulletnt.rotationYaw = 90; break;
case 5: bulletnt.rotationPitch = 0; bulletnt.rotationYaw = (float) -90; break;
}
Vec3 vec = Vec3.createVectorHelper(0, 0, 1);
vec.rotateAroundX((float) (bulletnt.rotationPitch * Math.PI / 180D));
vec.rotateAroundY((float) (bulletnt.rotationYaw * Math.PI / 180));
bulletnt.posX -= vec.xCoord * 0.1;
bulletnt.posY -= vec.yCoord * 0.1;
bulletnt.posZ -= vec.zCoord * 0.1;
double offset = 0.1;
bulletnt.posX -= vec.xCoord * offset;
bulletnt.posY -= vec.yCoord * offset;
bulletnt.posZ -= vec.zCoord * offset;
bulletnt.ticksExisted = 0;
bulletnt.getStuck(x, y, z, sideHit);
};
@ -340,12 +331,23 @@ public class GunGrenadeFactory {
if(bulletnt.ticksInGround < 20) return;
int timer = bulletnt.ticksInGround - 20;
if(timer > 60) return;
Vec3 offset = Vec3.createVectorHelper(0, 0, -0.5);
offset.rotateAroundX((float) (bulletnt.rotationPitch * Math.PI / 180D));
offset.rotateAroundY((float) (bulletnt.rotationYaw * Math.PI / 180));
if(bulletnt.ticksExisted >= 100) {
bulletnt.setDead();
NBTTagCompound data = new NBTTagCompound();
data.setString("type", "vanillaExt");
data.setString("mode", "largeexplode");
data.setFloat("size", 1F);
data.setByte("count", (byte)1);
PacketDispatcher.wrapper.sendToAllAround(new AuxParticlePacketNT(data, bulletnt.posX + offset.xCoord, bulletnt.posY + offset.yCoord, bulletnt.posZ + offset.zCoord), new TargetPoint(bulletnt.dimension, bulletnt.posX, bulletnt.posY, bulletnt.posZ, 50));
}
if(timer > 60) return;
bulletnt.worldObj.playSoundEffect(bulletnt.posX, bulletnt.posY, bulletnt.posZ, "hbm:weapon.silencerShoot", 2F, 1F);
for(int i = 0; i < 5; i++) {
@ -357,7 +359,8 @@ public class GunGrenadeFactory {
EntityBulletBaseNT pellet = new EntityBulletBaseNT(bulletnt.worldObj, BulletConfigSyncingUtil.R556_NORMAL);
double dist = 0.5;
pellet.setPosition(bulletnt.posX + vec.xCoord * dist + offset.xCoord, bulletnt.posY + vec.yCoord * dist + offset.yCoord, bulletnt.posZ + vec.zCoord * dist + offset.zCoord);
double off = 0.5;
pellet.setPosition(bulletnt.posX + vec.xCoord * dist + offset.xCoord * off, bulletnt.posY + vec.yCoord * dist + offset.yCoord * off, bulletnt.posZ + vec.zCoord * dist + offset.zCoord * off);
double vel = 0.5;
pellet.motionX = vec.xCoord * vel;
pellet.motionY = vec.yCoord * vel;

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@ -4128,7 +4128,7 @@ public class ModItems {
gun_panzerschreck = new ItemGunBase(GunRocketFactory.getPanzConfig()).setUnlocalizedName("gun_panzerschreck").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_panzerschreck");
gun_quadro = new ItemGunBase(GunRocketFactory.getQuadroConfig()).setUnlocalizedName("gun_quadro").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_quadro");
gun_hk69 = new ItemGunBase(GunGrenadeFactory.getHK69Config()).setUnlocalizedName("gun_hk69").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_hk69");
gun_congolake = new ItemGunBase(GunGrenadeFactory.getCongoConfig()).setUnlocalizedName("gun_congolake").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_congolake");
gun_congolake = new ItemGunCongo(GunGrenadeFactory.getCongoConfig()).setUnlocalizedName("gun_congolake").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_congolake");
gun_stinger = new ItemGunBase(GunRocketHomingFactory.getStingerConfig()).setUnlocalizedName("gun_stinger").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_stinger");
gun_skystinger = new ItemGunBase(GunRocketHomingFactory.getSkyStingerConfig()).setUnlocalizedName("gun_skystinger").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_skystinger");
gun_revolver = new ItemGunBase(Gun357MagnumFactory.getRevolverConfig()).setUnlocalizedName("gun_revolver").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_revolver");

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@ -0,0 +1,37 @@
package com.hbm.items.weapon;
import com.hbm.handler.GunConfiguration;
import com.hbm.render.anim.BusAnimation;
import com.hbm.render.anim.BusAnimationKeyframe;
import com.hbm.render.anim.BusAnimationSequence;
import com.hbm.render.anim.HbmAnimations.AnimType;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.item.ItemStack;
public class ItemGunCongo extends ItemGunBase {
public ItemGunCongo(GunConfiguration config) {
super(config);
}
@Override
@SideOnly(Side.CLIENT)
public BusAnimation getAnimation(ItemStack stack, AnimType type) {
if(type == AnimType.CYCLE) {
return new BusAnimation()
.addBus("RECOIL", new BusAnimationSequence()
.addKeyframe(new BusAnimationKeyframe(1, 0, 0, 50))
.addKeyframe(new BusAnimationKeyframe(0, 0, 0, 100)))
.addBus("PUMP", new BusAnimationSequence()
.addKeyframe(new BusAnimationKeyframe(0, 0, 0, 500))
.addKeyframe(new BusAnimationKeyframe(1, 0, 0, 100))
.addKeyframe(new BusAnimationKeyframe(0, 0, 0, 200)));
}
return null;
}
}

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@ -70,7 +70,7 @@ public class HbmCollection {
/** MIRV MINI-NUKES **/
public static final List<Integer> fatmanMIRV = ImmutableList.of(BulletConfigSyncingUtil.NUKE_MIRV_NORMAL, BulletConfigSyncingUtil.NUKE_MIRV_LOW, BulletConfigSyncingUtil.NUKE_MIRV_HIGH, BulletConfigSyncingUtil.NUKE_MIRV_SAFE, BulletConfigSyncingUtil.NUKE_MIRV_SPECIAL);
/** 40MM GRENADE **/
public static final List<Integer> grenade = ImmutableList.of(BulletConfigSyncingUtil.GRENADE_NORMAL, BulletConfigSyncingUtil.GRENADE_HE, BulletConfigSyncingUtil.GRENADE_INCENDIARY, BulletConfigSyncingUtil.GRENADE_PHOSPHORUS, BulletConfigSyncingUtil.GRENADE_CHEMICAL, BulletConfigSyncingUtil.GRENADE_CONCUSSION, BulletConfigSyncingUtil.GRENADE_FINNED, BulletConfigSyncingUtil.GRENADE_SLEEK, BulletConfigSyncingUtil.GRENADE_NUCLEAR, BulletConfigSyncingUtil.GRENADE_TRACER, BulletConfigSyncingUtil.GRENADE_KAMPF);
public static final List<Integer> grenade = ImmutableList.of(BulletConfigSyncingUtil.GRENADE_NORMAL, BulletConfigSyncingUtil.GRENADE_HE, BulletConfigSyncingUtil.GRENADE_INCENDIARY, BulletConfigSyncingUtil.GRENADE_PHOSPHORUS, BulletConfigSyncingUtil.GRENADE_CHEMICAL, BulletConfigSyncingUtil.GRENADE_CONCUSSION, BulletConfigSyncingUtil.GRENADE_FINNED, BulletConfigSyncingUtil.GRENADE_SLEEK, BulletConfigSyncingUtil.GRENADE_NUCLEAR, BulletConfigSyncingUtil.GRENADE_TRACER, BulletConfigSyncingUtil.GRENADE_KAMPF, BulletConfigSyncingUtil.GRENADE_LEADBURSTER);
/** 84MM ROCKET **/
public static final List<Integer> rocket = ImmutableList.of(BulletConfigSyncingUtil.ROCKET_NORMAL, BulletConfigSyncingUtil.ROCKET_HE, BulletConfigSyncingUtil.ROCKET_INCENDIARY, BulletConfigSyncingUtil.ROCKET_PHOSPHORUS, BulletConfigSyncingUtil.ROCKET_SHRAPNEL, BulletConfigSyncingUtil.ROCKET_EMP, BulletConfigSyncingUtil.ROCKET_GLARE, BulletConfigSyncingUtil.ROCKET_TOXIC, BulletConfigSyncingUtil.ROCKET_CANISTER, BulletConfigSyncingUtil.ROCKET_SLEEK, BulletConfigSyncingUtil.ROCKET_NUKE, BulletConfigSyncingUtil.ROCKET_CHAINSAW);

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@ -525,6 +525,7 @@ public class ClientProxy extends ServerProxy {
MinecraftForgeClient.registerItemRenderer(ModItems.gun_uac_pistol, new ItemRenderUACPistol());
MinecraftForgeClient.registerItemRenderer(ModItems.gun_coilgun, new ItemRenderWeaponCoilgun());
MinecraftForgeClient.registerItemRenderer(ModItems.gun_cryocannon, new ItemRenderWeaponCryoCannon());
MinecraftForgeClient.registerItemRenderer(ModItems.gun_congolake, new ItemRenderWeaponCongo());
//multitool
MinecraftForgeClient.registerItemRenderer(ModItems.multitool_dig, new ItemRenderMultitool());
MinecraftForgeClient.registerItemRenderer(ModItems.multitool_silk, new ItemRenderMultitool());

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@ -753,6 +753,7 @@ public class ResourceManager {
public static final IModelCustom coilgun = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/coilgun.obj")).asDisplayList();
public static final IModelCustom cryocannon = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/cryo_cannon.obj")).asDisplayList();
public static final IModelCustom uac_pistol = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/UAC pistol.obj")).asDisplayList();
public static final IModelCustom congolake = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/congolake.obj")).asDisplayList();
public static final IModelCustom lance = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/lance.obj"));
@ -848,6 +849,7 @@ public class ResourceManager {
public static final ResourceLocation coilgun_tex = new ResourceLocation(RefStrings.MODID, "textures/models/weapons/coilgun.png");
public static final ResourceLocation cryocannon_tex = new ResourceLocation(RefStrings.MODID, "textures/models/weapons/cryo_cannon.png");
public static final ResourceLocation uac_pistol_tex = new ResourceLocation(RefStrings.MODID, "textures/models/weapons/pistol_texture.png");
public static final ResourceLocation congolake_tex = new ResourceLocation(RefStrings.MODID, "textures/models/weapons/congolake.png");
public static final ResourceLocation lance_tex = new ResourceLocation(RefStrings.MODID, "textures/models/weapons/lance.png");
@ -952,6 +954,7 @@ public class ResourceManager {
//Projectiles
public static final IModelCustom projectiles = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/projectiles/projectiles.obj"));
public static final IModelCustom leadburster = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/projectiles/leadburster.obj"));
public static final IModelCustom casings = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/effect/casings.obj"));
//Bomber
@ -1080,6 +1083,7 @@ public class ResourceManager {
public static final ResourceLocation rocket_mirv_tex = new ResourceLocation(RefStrings.MODID, "textures/models/projectiles/rocket_mirv.png");
public static final ResourceLocation mini_nuke_tex = new ResourceLocation(RefStrings.MODID, "textures/models/projectiles/mini_nuke.png");
public static final ResourceLocation mini_mirv_tex = new ResourceLocation(RefStrings.MODID, "textures/models/projectiles/mini_mirv.png");
public static final ResourceLocation leadburster_tex = new ResourceLocation(RefStrings.MODID, "textures/models/projectiles/leadburster.png");
public static final ResourceLocation casings_tex = new ResourceLocation(RefStrings.MODID, "textures/particle/casings.png");
//Bomber

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@ -3,7 +3,9 @@ package com.hbm.render.entity.projectile;
import java.util.Random;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import com.hbm.entity.projectile.EntityBulletBaseNT;
import com.hbm.entity.projectile.IBulletBase;
import com.hbm.handler.BulletConfiguration;
import com.hbm.items.ModItems;
@ -72,6 +74,7 @@ public class RenderBullet extends Render {
case BulletConfiguration.STYLE_BLADE: renderBlade(); break;
case BulletConfiguration.STYLE_BARREL: renderNuke(3); break;
case BulletConfiguration.STYLE_TAU: renderTau(bullet, trail, f1); break;
case BulletConfiguration.STYLE_LEADBURSTER: renderLeadburster(bullet, f1); break;
default: renderBullet(trail); break;
}
@ -589,6 +592,24 @@ public class RenderBullet extends Render {
iface.prevZ(pZ);
}
private void renderLeadburster(Entity bullet, float interp) {
EntityBulletBaseNT bulletnt = (EntityBulletBaseNT) bullet;
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glRotated(90, 0, 0, -1);
double scale = 0.05;
GL11.glScaled(scale, scale, scale);
bindTexture(ResourceManager.leadburster_tex);
ResourceManager.leadburster.renderPart("Based");
if(bulletnt.getStuckIn() != -1) {
GL11.glRotated((bullet.ticksExisted + interp) * -18, 0, 1, 0);
}
ResourceManager.leadburster.renderPart("Based.001");
ResourceManager.leadburster.renderPart("Backlight");
GL11.glPopMatrix();
}
@Override
protected ResourceLocation getEntityTexture(Entity p_110775_1_) {
return new ResourceLocation(RefStrings.MODID + ":textures/models/bullet.png");

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@ -0,0 +1,106 @@
package com.hbm.render.item.weapon;
import org.lwjgl.opengl.GL11;
import com.hbm.main.ResourceManager;
import com.hbm.render.anim.HbmAnimations;
import net.minecraft.client.Minecraft;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
public class ItemRenderWeaponCongo implements IItemRenderer {
@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
switch(type) {
case EQUIPPED:
case EQUIPPED_FIRST_PERSON:
case ENTITY:
case INVENTORY:
return true;
default: return false;
}
}
@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_ROTATION || helper == ItemRendererHelper.ENTITY_BOBBING);
}
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_LIGHTING);
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.congolake_tex);
switch(type) {
case EQUIPPED_FIRST_PERSON:
double s0 = 0.25D;
GL11.glRotated(20, 0, 0, 1);
GL11.glTranslated(0.5, 0.0, -0.5);
GL11.glRotated(-10, 0, 1, 0);
GL11.glRotated(90, 0, 1, 0);
GL11.glScaled(s0, s0, s0);
double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
GL11.glTranslated(0, 0, -recoil[0]);
GL11.glShadeModel(GL11.GL_SMOOTH);
ResourceManager.congolake.renderPart("Gun");
double[] pump = HbmAnimations.getRelevantTransformation("PUMP");
GL11.glTranslated(0, 0, -pump[0]);
ResourceManager.congolake.renderPart("Pump_Pummp");
GL11.glShadeModel(GL11.GL_FLAT);
break;
case EQUIPPED:
double scale = 0.35D;
GL11.glScaled(scale, scale, scale);
GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(15F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(15, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(1.25F, -1F, 1.5F);
break;
case ENTITY:
double s1 = 0.2D;
GL11.glScaled(s1, s1, s1);
break;
case INVENTORY:
double s = 2D;
GL11.glTranslated(6, 9, 0);
GL11.glRotated(-135, 0, 0, 1);
GL11.glRotated(-90, 0, 1, 0);
GL11.glScaled(s, s, -s);
break;
default: break;
}
if(type != ItemRenderType.EQUIPPED_FIRST_PERSON) {
GL11.glShadeModel(GL11.GL_SMOOTH);
ResourceManager.congolake.renderAll();
GL11.glShadeModel(GL11.GL_FLAT);
}
GL11.glPopMatrix();
}
}

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@ -1103,6 +1103,7 @@ gun.make.MANN=Open Mann Co.
gun.make.MAXIM=Hiram Maxim
gun.make.METRO=Metro Gunsmiths
gun.make.MWT=MWT Prototype Labs
gun.make.NAWS=Kayarm Industries
gun.make.ERFURT=Erfurter Maschinenfabrik Geipel
gun.make.NONE=-
gun.make.RAYTHEON=Raytheon Missile Systems
@ -1127,6 +1128,7 @@ gun.name.benelli=Benelli M4 Super 90
gun.name.benelliDrum=Benelli M4 Super 90 (Drum Magazine Modification)
gun.name.bio=RI No. 2 Mark 1
gun.name.bolter=Manticora Pattern Boltgun
gun.name.congoLake=Congo Lake Pump-Action Grenade Launcher
gun.name.cPython=Colt Python
gun.name.cz53=CZ53 Personal Minigun
gun.name.cz57=CZ57 Avenger Minigun
@ -2597,6 +2599,7 @@ item.gun_calamity_ammo.name=.50 BMG Round (LEGACY)
item.gun_calamity_dual.name=Saddle Gun
item.gun_chemthrower.name=Chemthrower
item.gun_coilgun.name=Coilgun
item.gun_congolake.name=Congo Lake
item.gun_cryolator.name=The Cryolator
item.gun_cryolator_ammo.name=Cryo Cell
item.gun_dampfmaschine.name=Totally Not a Joke Weapon

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@ -8,7 +8,7 @@ achievement.breeding.desc=谢谢你们,上帝保佑你们,上帝保佑美利
achievement.breeding=反话
achievement.bismuth.desc=还记得有人抱怨了一个月吗?我愿意。
achievement.bismuth=铋
achievement.blastFurnace.desc=他们为制造探险1号去打捞了一艘沉没的无畏舰。
achievement.blastFurnace.desc=他们为制造探险1号去打捞了一艘沉没的无畏舰。
achievement.blastFurnace=煤和铁
achievement.bossCreeper.desc=核爆爬行者? 那是个什么玩意?!
achievement.bossCreeper=四条腿的行走核弹
@ -350,7 +350,7 @@ book_lore.resignation_note.page.0=Management downsized our department again yest
book_lore.resignation_note.page.1=管理层昨天又对我们的部门进行裁员了。那群白痴要怪只能怪他们自己,我都不知道他们在那场惨败后还在期待什么。到底是谁他妈泄露了那种程度的信息?
book_lore.resignation_note.page.2=我们损失了几百万,而且现在失业的还是爷。老子希望你们这帮混蛋最后能从你们的一堆问题中学到点教训然后给爷滚去自闭。
book_lore.memo_stocks.name=公司内部备忘录
book_lore.memo_stocks.page.0=Investor Relations - $ $ There's been some glaring discrepancies in the figures provided for the latest quarterly report. It would be prudent for the financial department to make some adjustments, so there won't be any concern.
book_lore.memo_stocks.page.0=投资者关系 - $ $ 最新季度报告提供的数据存在一些明显差异。财务部门做出一些调整是谨慎的,所以不必有任何担忧。
book_lore.memo_schrab_gsa.name=内部备忘录
book_lore.memo_schrab_gsa.page.0=Contract Management - $ $ Legal has made a breakthrough with the DLA. They've awarded us with a 45 BILLION GSA Schedule for further procurement and research of saralloy. At current estimates, that would be at minimum
book_lore.memo_schrab_gsa.page.1=合同管理记录 - 法务部在与美国国防部后勤局的谈判中取得了突破。他们批准了450亿的联邦采购服务总署投资资金用于异变金属的采购与研究。
@ -377,13 +377,13 @@ book_lore.bf_bomb_2.page.1=And yet I can't even blame them. Swirlmat makes no go
book_lore.bf_bomb_2.page.2=Even worse, this thing is an energy source. The existence of our sample is a violation of ALARA: the lab was vacated when it arrived, and the only person brave enough (one Dr. Melfyn) donned a level A hazmat just to carry it 20 meters.
book_lore.bf_bomb_2.page.3=The empirical data isn't better, as we're breaking the first law of thermodynamics with how much energy it radiates. Being anywhere near that thing - even behind a meter of lead - was terrifying. We sprinted out of the chamber upon conclusion of the spectroscopy
book_lore.bf_bomb_2.page.4=and we got nothing new out of it. Those idiots in the science team, god, did not even waver after all that. Sitting through those "discussions" was horrible; that quack of a head researcher even rumored that the test ban would be lifted, that we could be
book_lore.bf_bomb_2.page.5=building bombs out of the shit in the coming weeks, who in their right mind would work on that? Hell, the one sane assistant (an Andrew) nicknamed it "balefire" - because burning to death on a funeral pyre would be painless by comparison.
book_lore.bf_bomb_2.page.5=building bombs out of the shit in the coming weeks, who in their right mind would work on that? Hell, the one sane assistant (an Andrew) nicknamed it "balefire" - because burning to death on a funeral pyre would be painless by comparison.
book_lore.bf_bomb_3.name=私人笔记
book_lore.bf_bomb_3.author=M. 波特
book_lore.bf_bomb_3.page.0=The team and I have made some breakthroughs. Emphasis on the separation - isolating myself from the more devout has made working there so much more bearable. While we still have no idea about the actual properties of balefire (it's difficult to analyze
book_lore.bf_bomb_3.page.1=a sample that fries your equipment) its interactions with other matter has proved fruitful. Notably, they synthesized a "gaseous" form: Andrew, of all people, informed me that it was really a colloid consisting of microscopic balefire particles, suspended in some
book_lore.bf_bomb_3.page.2=noble gas. Each particle is enveloped by a positively-charged 'bubble' of ionized gas, preventing it from settling. Who could've guessed that fatal gamma radiation had a benefit? Not me. $ I'm choosing not to think about how they transformed the sample into
book_lore.bf_bomb_3.page.3=particulate, but I can't understate the utility of this gaseous balefire - it's made it much safer to experiment on. $ Speaking of safety, the head researcher (in an act of callous disregard) made a discovery that also nearly took his head off.
book_lore.bf_bomb_3.page.3=particulate, but I can't understate the utility of this gaseous balefire - it's made it much safer to experiment on. $ Speaking of safety, the head researcher (in an act of callous disregard) made a discovery that also nearly took his head off.
book_lore.bf_bomb_3.page.4=He decided to get "dirty" by letting a cell of our new colloid interact directly with some very expensive antimatter: the resulting explosion turned the table it was on into a piece of radiation-bleached slag, carved a near-perfect hemisphere through
book_lore.bf_bomb_3.page.5=the top, and gave the head a healthy dose of ARS. I guess we know how to make it explode now, but god, some people...
book_lore.bf_bomb_4.name=私人笔记
@ -404,6 +404,20 @@ book_lore.bf_bomb_5.page.5=resigning, I just grabbed my shit and ran for the hil
book_lore.bf_bomb_5.page.6=There's a vital distinction to be made between dissection and VIVISECTION, one which was clearly lost on them. They can dissect metal or atoms as much as they like, but tearing into, vivisecting reality itself is only going to end in more Dr. Melfyns. Who knows!
book_lore.bf_bomb_5.page.7=The government wants to put this shit into bombs after all, maybe we'll see a couple more wars, couple more million resigned to a fate worse than death. They can't hide this forever. $ $ I don't care. Not anymore. Please, god, let me go back
book_lore.bf_bomb_5.page.8=to actual science. $ $ Goddamnit, Mae, get ahold of yourself...
book_lore.beacon.name=信号信标说明书
book_lore.beacon.author=Flim Flam工业
book_lore.beacon.page.0=感谢您购买Mk.2照明信号信标版本1.3)!这本小册子将简要介绍信标的操作及其内部工作原理。
book_lore.beacon.page.1=第1章建筑$每个单元由四个主要部分组成:控制电路、灯笼、雾灯和容纳其他部分的外壳。有关主电路的详细说明,请
book_lore.beacon.page.2=灯笼由聚碳酸酯外壳组成外壳内有一个标准200mm的双色250瓦卤素灯泡因此灯泡可以从我们的商店订购。
book_lore.beacon.page.3=不建议使用第三方灯泡,因为我们无法确保安全操作。外壳由专门的镀锌不锈钢制成,具有耐用性。
book_lore.beacon.page.4=第2章灯笼$灯笼的主要用途是在恶劣的天气条件下提供照明便于维护以及状态指示器。如果开机自检POST失败指示灯将
book_lore.beacon.page.5=亮起红色,否则就会亮起绿色。请注意,颜色可能因更换灯泡的不同而有所不同。
book_lore.beacon.page.6=第3章雾灯$雾灯是信标的主要通信设备。该信标被设计用于对等P2P通信以及消息广播。
book_lore.beacon.page.7=第4章对等$有关通信的详细信息请参阅通信手册。建立P2P连接的简要介绍如下首先信标必须给出“START connection”信号
book_lore.beacon.page.8=是单一的长音。所有可用的对等端也应使用一个长音进行响应(由接近度指定的顺序,以及手册“响应连接”一节中概述的通信指南)
book_lore.beacon.page.9=一旦所需对等端做出响应则给出“ACCEPT CONNECTION”信号即两个长音然后对等端也将用两个长音调进行响应。之后的所有通信都必须使用预先协商的信号来进行
book_lore.beacon.page.10=最常用的是FAR-5M标准。如果没有协商标准沟通将立即结束起到“ping”的作用。如果通信继续可以使用另一个长单音“END connection”结束连接。
book_lore.beacon.page.11=第5章保修$[页面故意留空]
cannery.f1=[按F1键获取帮助]
cannery.centrifuge=气体离心机
cannery.centrifuge.0=气体离心机可以使用通用流体管道传输流体。
@ -567,6 +581,11 @@ chem.VIT_LIQUID=液态核废料玻璃化
chem.XENON=林德循环制氙
chem.XENON_OXY=增强林德循环制氙
chem.YELLOWCAKE=黄饼生产
commands.satellite.no_satellite=未找到使用此频率的卫星!
commands.satellite.not_a_satellite=持有的物品不是卫星!
commands.satellite.satellite_descended=卫星成功降落。
commands.satellite.satellite_orbited=卫星发射。
commands.satellite.should_be_run_as_player=此命令应该由玩家运行!
container.amsBase=AMS基座(装饰)
container.amsEmitter=AMS发射极(装饰)
container.amsLimiter=AMS稳能器(装饰)
@ -592,6 +611,7 @@ container.craneUnboxer=输送带解包机
container.crateDesh=Desh箱
container.crateIron=铁箱
container.crateSteel=钢箱
container.crateTemplate=模板箱
container.crateTungsten=钨箱
container.crystallizer=矿物酸化器
container.cyclotron=回旋加速器
@ -636,6 +656,7 @@ container.machineCompressor=压缩机
container.machineCrucible=坩埚
container.machineDiesel=柴油发电机
container.machineElectricBoiler=电锅炉
container.machineElectrolyser=电解机
container.machineFEL=FEL
container.machineITER=聚变反应堆
container.machineLargeTurbine=工业汽轮机
@ -693,6 +714,7 @@ container.reactorResearch=研究型反应堆
container.reix=Rei-X主机
container.rtg=放射性同位素发电机
container.rtgFurnace=放射性同位素热力炉[RTG]
container.rttyCounter=红石无线项目计数器
container.rttyReceiver=无线红石接收器
container.rttySender=无线红石发射器
container.safe=保险箱
@ -980,6 +1002,11 @@ entity.hbm.entity_balls_o_tron_seg.name=机械蠕虫
entity.hbm.entity_bullet.name=子弹
entity.hbm.entity_rocket.name=火箭弹
entity.hbm.entity_schrabnel.name=Schrabnel
excavator.crusher=粉碎开关
excavator.drill=挖掘开关
excavator.silktouch=精准采集开关
excavator.veinminer=连锁挖矿开关
excavator.walling=填充开关
flare.ignition=点火装置
flare.valve=流量阀
fluid.acid_fluid=酸
@ -1007,6 +1034,7 @@ gun.make.CERIX=赛里克斯·马格努斯锻造世界
gun.make.COLT=柯尔特制造公司
gun.make.COMBINE=世界工会
gun.make.CUBE=Cube 2: Sauerbraten
gun.make.DRG=深岩银河
gun.make.ENZINGER=Enzinger工会
gun.make.EQUESTRIA=小马国导弹系统
gun.make.FLIMFLAM=FlimFlam“欺骗”工业
@ -1107,7 +1135,7 @@ gun.name.tommy9=M1A1冲锋枪9毫米型
gun.name.tommy=M1A1冲锋枪
gun.name.topaz=重型火焰燃烧器
gun.name.uacCarbine=UAC-41卡宾枪
gun.name.uacDeagle=UAC-H54 "Martian Raptor" Automag
gun.name.uacDeagle=UAC-H54“火星猛禽”大容量手枪
gun.name.uacDMR=UAC-30 精确射手步枪
gun.name.uacLMG=UAC-49轻机枪
gun.name.uacPistol=UAC-B950 .45 标准型手枪
@ -1221,6 +1249,7 @@ hbmfluid.heavyoil=重油
hbmfluid.heavyoil_vacuum=减压重油
hbmfluid.heavywater=重水
hbmfluid.helium3=氦-3
hbmfluid.helium4=氦-4
hbmfluid.hotcrackoil=热裂化油
hbmfluid.hotoil=热原油
hbmfluid.hotsteam=热蒸汽
@ -1259,7 +1288,7 @@ hbmfluid.plasma_dh3=氘-氦3 等离子体
hbmfluid.plasma_dt=氘-氚等离子体
hbmfluid.plasma_hd=氢-氘等离子体
hbmfluid.plasma_ht=氢-氚等离子体
hbmfluid.plasma_xm=氙-汞等离子体
hbmfluid.plasma_xm=液氧-氦-4等离子体
hbmfluid.potassium_chloride=氯化钾溶液
hbmfluid.puf6=六氟化钚
hbmfluid.radiosolvent=高性能溶剂
@ -1272,6 +1301,9 @@ hbmfluid.sas3=三硫化Sa
hbmfluid.schrabidic=Sa酸
hbmfluid.seedslurry=播种浆料
hbmfluid.smear=工业油
hbmfluid.smoke=烟雾
hbmfluid.smoke_leaded=含铅烟雾
hbmfluid.smoke_poison=有毒烟雾
hbmfluid.solvent=有机溶剂
hbmfluid.sourgas=高硫天然气
hbmfluid.spentsteam=低压蒸汽
@ -1392,6 +1424,7 @@ hbmmat.watzmud=毒泥浆
hbmmat.whitephosphorus=白磷
hbmmat.workersalloy=Desh
hbmmat.wroughtiron=锻铁
hbmmat.zirconium=锆
matshape.block=%s 块
matshape.blocks=%s 块
matshape.ingot=%s 锭
@ -1540,6 +1573,9 @@ item.ammo_arty_phosgene.name=16英寸光气炮弹
item.ammo_arty_phosphorus.name=16英寸磷炮弹
item.ammo_arty_phosphorus_multi.name=16英寸多弹头磷炮弹
item.ammo_cell.name=能量单元
item.ammo_coilgun.name=钨制线圈枪子弹
item.ammo_coilgun_du.name=铀铁合金制线圈枪子弹
item.ammo_coilgun_rubber.name=橡胶制线圈枪子弹
item.ammo_container.name=万能弹药盒
item.ammo_dart.name=塑料镖[凋零]
item.ammo_dart_nerf.name=NERF 飞镖
@ -2208,8 +2244,8 @@ item.crystal_phosphorus.name=磷晶体
item.crystal_plutonium.name=钚晶体
item.crystal_rare.name=稀土晶体
item.crystal_redstone.name=红石晶体
item.crystal_schrabidium.name=低丰度Sa326晶体
item.crystal_schraranium.name=Sa326晶体
item.crystal_schrabidium.name=Sa326晶体
item.crystal_schraranium.name=低丰度Sa326晶体
item.crystal_starmetal.name=星辉晶体
item.crystal_sulfur.name=硫晶体
item.crystal_thorium.name=钍晶体
@ -2309,6 +2345,7 @@ item.early_explosive_lenses.desc=8个炸药透镜的组装带有铝合金推
item.egg_balefire.name=野火蛋
item.egg_balefire.desc=什么样的鸟儿才会下带有放射性的蛋?
item.egg_balefire_shard.name=野火蛋碎片
item.egg_glyphid.name=Glyphid Egg
item.elec_axe.name=电锯
item.elec_pickaxe.name=冲击钻
item.elec_shovel.name=螺旋钻
@ -2316,6 +2353,10 @@ item.elec_sword.name=电棍
item.energy_core.name=临时能源核心
item.entanglement_kit.name=纠缠部件
item.entanglement_kit.desc=传送机制作零件$通过$铍增强型资源扫描仪实现尺寸转换。
item.envsuit_boots.name=M1TTY环保套装靴子
item.envsuit_helmet.name=M1TTY环保套装头盔
item.envsuit_legs.name=M1TTY环保套装护腿
item.envsuit_plate.name=M1TTY环保套装胸甲
item.euphemium_boots.name=Ep靴子
item.euphemium_capacitor.name=Ep电容
item.euphemium_capacitor.desc=允许被动分散累积的正能量。
@ -2430,11 +2471,14 @@ item.generator_front.name=发电机前部
item.generator_steel.name=发电机主体
item.glitch.name=故障
item.glowing_stew.name=发光真菌煲
item.glyphid_meat.name=异虫肉
item.glyphid_meat_grilled.name=熟异虫肉
item.goggles.name=护目镜
item.grenade_aschrab.name=可抛反Sa326
item.grenade_black_hole.name=黑洞手榴弹
item.grenade_breach.name=破甲手榴弹
item.grenade_burst.name=挖掘手榴弹
item.grenate_cats.name=猫猫手榴弹
item.grenade_cloud.name=一罐云
item.grenade_cluster.name=集束手榴弹
item.grenade_electric.name=闪电炸弹
@ -2479,6 +2523,7 @@ item.gun_avenger.name=CZ57复仇者机枪
item.gun_b92.name=§9B92能量手枪§r
item.gun_b92_ammo.name=§9B92能量单元§r
item.gun_b93.name=§cB93能量手枪§r
item.gun_benelli.name=Benelli自动喷枪Drum Mod
item.gun_bf.name=BEL
item.gun_bf_ammo.name=Mk.V小型AMAT-炮弹 –野火型
item.gun_bio_revolver.name=Atlas
@ -2492,6 +2537,7 @@ item.gun_calamity.name=希特勒的电锯
item.gun_calamity_ammo.name=.50BMG子弹
item.gun_calamity_dual.name=马鞍枪
item.gun_chemthrower.name=化学喷射器
item.gun_coilgun.name=线圈枪
item.gun_cryolator.name=冻结者
item.gun_cryolator_ammo.name=急冻单元
item.gun_dampfmaschine.name=绝对不是开玩笑的武器
@ -2585,6 +2631,7 @@ item.gun_super_shotgun.name="超级"猎枪
item.gun_super_shotgun.desc=超级烂!
item.gun_supershotgun.name=超级猎枪
item.gun_thompson.name=汤姆森冲锋枪
item.gun_uac_pistol.name=UAC .45手枪
item.gun_uboinik.name=Uboinik
item.gun_uboinik_ammo.name=12x70 鹿弹
item.gun_uzi.name=Uzi冲锋枪
@ -3066,6 +3113,9 @@ item.mysteryshovel.name=易碎锹
item.n2_charge.name=大型炸药
item.neutrino_lens.name=中子透镜
item.neutron_reflector.name=中子反射板
item.night_vision.name=夜视眼镜
item.night_vision.description.item=提供夜视功能(需要全套电动设备)
item.night_vision.description.in_armor=%s允许夜视
item.niter.name=硝石粉
item.no9.name=矿工头盔
item.nossy_hat.name=华丽的帽子
@ -3838,6 +3888,9 @@ item.singularity_super_heated.name=超热共振奇点
item.siox.name=SiOX抗癌药物
item.siox.desc=使用石棉的力量逆转间皮瘤!
item.siren_track.name=警报声轨
item.sliding_blast_door_skin.0.name=滑动防爆门 皮肤:默认
item.sliding_blast_door_skin.1.name=滑动防爆门 皮肤变型1
item.sliding_blast_door_skin.2.name=滑动防爆门 皮肤变型2
item.smashing_hammer.name=粉碎锤
item.solid_fuel.name=固体燃料
item.solid_fuel_bf.name=固体燃料(野火)
@ -4421,6 +4474,7 @@ tile.charge_semtex.name=塞姆汀采矿炸药
tile.charger.name=充电站
tile.cheater_virus.name=冻结Ep
tile.cheater_virus_seed.name=不稳定Ep Schrabide块
tile.chimney_brick.name=烟囱
tile.chlorine_gas.name=氯气
tile.cluster_aluminium.name=铝矿簇
tile.cluster_copper.name=铜矿簇
@ -4429,6 +4483,30 @@ tile.cluster_depth_titanium.name=深层钛矿簇
tile.cluster_depth_tungsten.name=深层钨矿簇
tile.cluster_iron.name=铁矿簇
tile.cluster_titanium.name=钛矿簇
tile.cm_block.alloy.name=高级合金机器外壳
tile.cm_block.desh.name=Desh机器外壳
tile.cm_block.steel.name=钢制机器外壳
tile.cm_block.tcalloy.name=锝钢机器外壳
tile.cm_circuit.aluminium.name=一级电路块
tile.cm_circuit.copper.name=二级电路块
tile.cm_circuit.gold.name=四级电路块
tile.cm_circuit.red_copper.name=三级电路块
tile.cm_circuit.schrabidium.name=五级电路块
tile.cm_engine.bismuth.name=铋电机组
tile.cm_engine.desh.name=DESH电机组
tile.cm_engine.standard.name=电机组
tile.cm_port.alloy.name=高级合金端口
tile.cm_port.desh.name=Desh端口
tile.cm_port.steel.name=钢制端口
tile.cm_port.tcalloy.name=锝钢端口
tile.cm_sheet.alloy.name=高级合金建筑板
tile.cm_sheet.desh.name=Desh建筑板
tile.cm_sheet.steel.name=钢建筑板
tile.cm_sheet.tcalloy.name=锝钢建筑板
tile.cm_tank.alloy.name=高级合金储罐
tile.cm_tank.desh.name=Desh储罐
tile.cm_tank.steel.name=钢制储罐
tile.cm_tank.tcalloy.name=锝钢储罐
tile.cmb_brick.name=CMB钢瓦块
tile.cmb_brick_reinforced.name=加固CMB钢砖块
tile.compact_launcher.name=紧凑型发射台
@ -4497,6 +4575,7 @@ tile.crate_lead.name=危险品补给箱
tile.crate_metal.name=机器补给箱
tile.crate_red.name=红色补给箱
tile.crate_steel.name=钢箱
tile.crate_template.name=模板箱
tile.crate_tungsten.name=钨箱
tile.crate_weapon.name=武器补给箱
tile.crystal_hardened.name=硬化黑水晶
@ -4595,11 +4674,14 @@ tile.flame_war.name=盒中论战
tile.float_bomb.name=悬浮炸弹
tile.fluid_duct.name=通用流体管道
tile.fluid_duct_box.name=通用流体管道(方形)
tile.fluid_duct_exhaust.name=排气管
tile.fluid_duct_gauge.name=流量计管
tile.fluid_duct_gauge.desc=显示每个游戏刻在管网有多少流体移动的管道$由桶或罐连接的分离网络被视为一个共享网络。
tile.fluid_duct_neo.name=通用流体管道
tile.fluid_duct_paintable.name=可喷漆涂层通用流体导管
tile.fluid_duct_solid.name=带涂层的通用流体导管
tile.fluid_switch.name=红石流体阀
tile.fluid_valve.name=流体阀
tile.foam_layer.name=泡沫层
tile.foundry_basin.name=铸造盘
tile.foundry_channel.name=铸造浇道
@ -4671,6 +4753,10 @@ tile.hadron_coil_neodymium.name=致密钕线圈
tile.hadron_coil_schrabidate.name=致密Sa酸铁线圈
tile.hadron_coil_schrabidium.name=密集Sa326线圈
tile.hadron_coil_starmetal.name=密集星辉线圈
tile.hadron_cooler.name=粒子加速器冷却装置
tile.hadron_cooler.desc=冷却功率10$过冷阈值10$冷却加成:+10%%$过冷惩罚:-25%%
tile.hadron_cooler_mk2.name=粒子加速器冷却装置-回文特制
tile.hadron_cooler_mk2.desc=冷却功率5$效率功能2-(冷却-152/225$最高惩罚:-90%%
tile.hadron_core.name=粒子加速器核心组件
tile.hadron_diode.name=肖基特二极管
tile.hadron_plating.name=粒子加速器镀层
@ -4769,6 +4855,7 @@ tile.machine_dineutronium_battery.name=Spark蓄电池
tile.machine_drill.name=自动采矿钻机
tile.machine_electric_furnace_off.name=电炉
tile.machine_electric_furnace_on.name=电炉
tile.machine_electrolyser.name=电解机
tile.machine_epress.name=电动锻压机
tile.machine_excavator.name=大型采矿钻机
tile.machine_fel.name=FEL自由电子激光器
@ -4782,6 +4869,8 @@ tile.machine_gascent.name=气体离心机
tile.machine_generator.name=核反应堆[旧]
tile.machine_geo.name=地热发电机
tile.machine_hephaestus.name=地热换热器
tile.machine_industrial_boiler.name=工业锅炉
tile.machine_industrial_boiler.desc=可以烧水或加热油的大型锅炉$需要外部热源$传热率ΔT*0.01 TU/T$不会爆炸
tile.machine_industrial_generator.name=工业发电机
tile.machine_keyforge.name=锁匠桌
tile.machine_large_turbine.name=工业汽轮机
@ -4988,6 +5077,8 @@ tile.pribris.name=RBMK石墨式反应堆残骸
tile.pribris_burning.name=燃烧的RBMK反应堆残骸
tile.pribris_digamma.name=发黑的RBMK反应堆残骸
tile.pribris_radiating.name=阴燃的RBMK反应堆残骸
tile.radio_torch_counter.name=红石无线项目计数器
tile.radio_torch_counter.desc=平面或比较器兼容块上的标牌$根据匹配项目的数量发出信号
tile.radio_torch_receiver.name=无线红石信号接收器
tile.radio_torch_receiver.desc=可在平坦表面或与比较器兼容的方块上放置
tile.radio_torch_sender.name=无线红石信号发射器
@ -5080,6 +5171,7 @@ tile.sellafield.4.name=地狱般的放射性熔融凝固物
tile.sellafield.5.name=放射性熔融凝固物核心
tile.sellafield_slaked.name=消沉的放射性熔融凝固物
tile.semtex.name=塞姆汀塑胶炸药
tile.sliding_blast_door.name=滑动防爆门
tile.solar_mirror.name=定日镜
tile.soyuz_capsule.name=货物着陆舱
tile.soyuz_launcher.name=联盟号发射平台

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@ -180,6 +180,8 @@
"weapon.hicalShot": {"category": "player", "sounds": [{"name": "weapon/hicalShot", "stream": false}]},
"weapon.coilgunReload": {"category": "player", "sounds": [{"name": "weapon/coilgunReload", "stream": false}]},
"weapon.coilgunShoot": {"category": "player", "sounds": [{"name": "weapon/coilgunShoot", "stream": false}]},
"weapon.glReload": {"category": "player", "sounds": [{"name": "weapon/glReload", "stream": false}]},
"weapon.glShoot": {"category": "player", "sounds": [{"name": "weapon/glShoot", "stream": false}]},
"weapon.dFlash": {"category": "player", "sounds": [{"name": "weapon/dFlash", "stream": false}]},

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