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Add animations to SPAS-12
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@ -10,6 +10,7 @@ import com.hbm.items.ItemAmmoEnums.Ammo12Gauge;
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import com.hbm.items.ModItems;
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import com.hbm.lib.HbmCollection;
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import com.hbm.lib.HbmCollection.EnumGunManufacturer;
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import com.hbm.main.ResourceManager;
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import com.hbm.packet.AuxParticlePacketNT;
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import com.hbm.packet.PacketDispatcher;
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import com.hbm.particle.SpentCasing;
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@ -17,7 +18,6 @@ import com.hbm.particle.SpentCasing.CasingType;
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import com.hbm.potion.HbmPotion;
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import com.hbm.render.anim.BusAnimation;
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import com.hbm.render.anim.BusAnimationSequence;
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import com.hbm.render.anim.BusAnimationSequence.Dimension;
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import com.hbm.render.anim.HbmAnimations.AnimType;
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import com.hbm.render.util.RenderScreenOverlay.Crosshair;
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@ -88,11 +88,12 @@ public class Gun12GaugeFactory {
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GunConfiguration config = new GunConfiguration();
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config.rateOfFire = 25;
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config.rateOfFire = 20;
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config.roundsPerCycle = 1;
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config.gunMode = GunConfiguration.MODE_NORMAL;
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config.firingMode = GunConfiguration.FIRE_MANUAL;
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config.reloadDuration = 10;
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config.emptyReloadAdditionalDuration = 5;
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config.firingDuration = 5;
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config.ammoCap = 8;
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config.durability = 2500;
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@ -108,20 +109,17 @@ public class Gun12GaugeFactory {
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config.comment.add("Alt-fire with Mouse 2 (Right-click) to fire 2 shells at once");
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config.config = HbmCollection.g12hs;
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config.animations.put(AnimType.CYCLE, new BusAnimation()
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.addBus("SPAS_RECOIL", new BusAnimationSequence()
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.addKeyframePosition(0, 0, -2, 100)
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.addKeyframePosition(0, 0, 0, 200)
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.addKeyframeRotation(-10, 0, 5, 100)
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.addKeyframeRotation(0, 0, 0, 200)
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)
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.addBus("SPAS_PUMP", new BusAnimationSequence()
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.addKeyframe(Dimension.TZ, 0, 450)
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.addKeyframe(Dimension.TZ, -1.8, 200)
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.addKeyframe(Dimension.TZ, 0, 200)
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)
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);
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config.reloadAnimationsSequential = true;
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config.loadAnimations = i -> {
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config.animations.put(AnimType.CYCLE, ResourceManager.spas_12_anim.get("Fire"));
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config.animations.put(AnimType.ALT_CYCLE, ResourceManager.spas_12_anim.get("FireAlt"));
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config.animations.put(AnimType.RELOAD, ResourceManager.spas_12_anim.get("ReloadStart"));
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config.animations.put(AnimType.RELOAD_EMPTY, ResourceManager.spas_12_anim.get("ReloadEmptyStart"));
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config.animations.put(AnimType.RELOAD_CYCLE, ResourceManager.spas_12_anim.get("Reload"));
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config.animations.put(AnimType.RELOAD_END, ResourceManager.spas_12_anim.get("ReloadEnd"));
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};
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config.ejector = EJECTOR_SPAS;
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@ -290,7 +288,7 @@ public class Gun12GaugeFactory {
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config.reloadType = 1;
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config.ammoCap = 24;
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config.reloadDuration = 20;
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config.reloadSound = config.RSOUND_MAG;
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config.reloadSound = GunConfiguration.RSOUND_MAG;
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config.reloadSoundEnd = true;
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config.name += "Drum";
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return config;
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@ -848,6 +848,7 @@ public class ResourceManager {
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public static final HashMap<String, BusAnimation> cursed_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/cursed.json"));
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public static final HashMap<String, BusAnimation> novac_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/novac.json"));
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public static final HashMap<String, BusAnimation> ks23_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/ks23.json"));
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public static final HashMap<String, BusAnimation> spas_12_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/spas12.json"));
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public static final IModelCustom lance = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/lance.obj"));
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@ -1,7 +1,12 @@
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package com.hbm.render.item.weapon;
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import java.awt.Color;
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import org.lwjgl.opengl.GL11;
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import com.hbm.handler.BulletConfigSyncingUtil;
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import com.hbm.handler.BulletConfiguration;
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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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@ -47,16 +52,37 @@ public class ItemRenderWeaponSpas12 implements IItemRenderer {
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double s0 = 0.5D;
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GL11.glRotated(25, 0, 0, 1);
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GL11.glTranslated(0, -0.8, 0.1);
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GL11.glRotated(80, 0, 1, 0);
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GL11.glRotated(-100, 0, 1, 0);
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GL11.glScaled(s0, s0, s0);
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HbmAnimations.applyRelevantTransformation("SPAS_RECOIL");
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HbmAnimations.applyRelevantTransformation("MainBody");
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ResourceManager.spas_12.renderPart("MainBody");
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HbmAnimations.applyRelevantTransformation("SPAS_PUMP");
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("PumpGrip");
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ResourceManager.spas_12.renderPart("PumpGrip");
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.casings_tex);
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HbmAnimations.applyRelevantTransformation("Shell");
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ItemGunBase gun = (ItemGunBase)item.getItem();
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BulletConfiguration bullet = BulletConfigSyncingUtil.pullConfig(gun.mainConfig.config.get(ItemGunBase.getMagType(item)));
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int[] colors = bullet.spentCasing.getColors();
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Color shellColor = new Color(colors[1]);
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GL11.glColor3f(shellColor.getRed() / 255F, shellColor.getGreen() / 255F, shellColor.getBlue() / 255F);
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ResourceManager.spas_12.renderPart("Shell");
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Color shellForeColor = new Color(colors[0]);
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GL11.glColor3f(shellForeColor.getRed() / 255F, shellForeColor.getGreen() / 255F, shellForeColor.getBlue() / 255F);
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ResourceManager.spas_12.renderPart("ShellFore");
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GL11.glColor3f(1F, 1F, 1F);
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GL11.glPopMatrix();
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break;
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@ -65,9 +91,9 @@ public class ItemRenderWeaponSpas12 implements IItemRenderer {
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double scale = 0.25D;
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GL11.glScaled(scale, scale, scale);
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GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(10, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F);
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GL11.glTranslatef(2F, -1F, -2F);
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GL11.glRotatef(190, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-15F, 1.0F, 0.0F, 0.0F);
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GL11.glTranslatef(-2F, -1F, 2F);
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ResourceManager.spas_12.renderAll();
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@ -77,7 +103,7 @@ public class ItemRenderWeaponSpas12 implements IItemRenderer {
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double s1 = 0.25D;
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GL11.glScaled(s1, s1, s1);
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GL11.glTranslated(0, 0, -4);
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GL11.glTranslated(0, 0, 4);
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ResourceManager.spas_12.renderAll();
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@ -91,7 +117,7 @@ public class ItemRenderWeaponSpas12 implements IItemRenderer {
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GL11.glTranslated(12, 13.5, 0);
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GL11.glRotated(-90, 0, 1, 0);
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GL11.glRotated(-135, 1, 0, 0);
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GL11.glScaled(s, s, -s);
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GL11.glScaled(s, s, s);
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ResourceManager.spas_12.renderAll();
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@ -99,9 +125,6 @@ public class ItemRenderWeaponSpas12 implements IItemRenderer {
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default: break;
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}
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GL11.glShadeModel(GL11.GL_SMOOTH);
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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}
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