Merge pull request #1181 from 70000hp/burst-fire

Burst fire
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HbmMods 2023-09-05 08:16:14 +02:00 committed by GitHub
commit 3ea888eccf
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5 changed files with 75 additions and 13 deletions

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@ -25,6 +25,8 @@ public class GunConfiguration implements Cloneable {
public int rateOfFire;
//amount of bullets fired per delay passed
public int roundsPerCycle;
/** Amount of rounds per burst, irrelevant if not a burst fire weapon**/
public int roundsPerBurst;
//0 = normal, 1 = release, 2 = both
public int gunMode;
//0 = manual, 1 = automatic
@ -46,7 +48,7 @@ public class GunConfiguration implements Cloneable {
//how long the reload animation will play
//MUST BE GREATER THAN ZERO ! ! !
public int reloadDuration;
//duration of every animation cycle
//duration of every animation cycle, used also for how quickly a burst fire rifle can fire
public int firingDuration;
//sound path to the reload sound
public String reloadSound = "";
@ -94,6 +96,7 @@ public class GunConfiguration implements Cloneable {
public static final int FIRE_MANUAL = 0;
public static final int FIRE_AUTO = 1;
public static final int FIRE_BURST = 2;
public static final int RELOAD_NONE = 0;
public static final int RELOAD_FULL = 1;

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@ -62,7 +62,7 @@ public class Gun45ACPFactory {
config.firingMode = GunConfiguration.FIRE_MANUAL;
config.reloadDuration = 10;
config.firingDuration = 8;
config.ammoCap = 16;
config.ammoCap = 21;
config.durability = 10000;
config.reloadType = 1;
config.allowsInfinity = true;
@ -91,6 +91,17 @@ public class Gun45ACPFactory {
return config;
}
public static GunConfiguration getUACPistolBurstConfig() {
GunConfiguration config = getUACPistolConfig();
config.rateOfFire = 5;
config.roundsPerBurst = 3;
config.firingDuration = 2;
config.gunMode = GunConfiguration.MODE_NORMAL;
config.firingMode = GunConfiguration.FIRE_BURST;
return config;
}
public static GunConfiguration getUACSMGConfig() {
GunConfiguration config = new GunConfiguration();

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@ -157,7 +157,18 @@ public class Gun50BMGFactory {
return config;
}
public static GunConfiguration getAR15BurstConfig(){
GunConfiguration config = getAR15Config();
config.rateOfFire = 4;
config.roundsPerBurst = 3;
config.firingDuration = 2;
config.gunMode = GunConfiguration.MODE_NORMAL;
config.firingMode = GunConfiguration.FIRE_BURST;
return config;
}
public static GunConfiguration getM2Config() {
GunConfiguration config = getAR15Config();

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@ -4229,8 +4229,8 @@ public class ModItems {
gun_glass_cannon = new ItemEnergyGunBase(GunPoweredFactory.getGlassCannonConfig()).setFull3D().setUnlocalizedName("gun_glass_cannon").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_darter");
gun_m2 = new ItemGunBase(Gun50BMGFactory.getM2Config()).setFull3D().setUnlocalizedName("gun_m2").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":gun_darter");
gun_lunatic_marksman = new ItemGunBase(Gun50BMGFactory.getLunaticMarksman()).setFull3D().setUnlocalizedName("gun_lunatic_marksman").setCreativeTab(MainRegistry.weaponTab);
gun_uac_pistol = new ItemGunBase(Gun45ACPFactory.getUACPistolConfig()).setFull3D().setUnlocalizedName("gun_uac_pistol").setCreativeTab(MainRegistry.weaponTab);
gun_uac_pistol = new ItemGunBase(Gun45ACPFactory.getUACPistolConfig(), Gun45ACPFactory.getUACPistolBurstConfig()).setFull3D().setUnlocalizedName("gun_uac_pistol").setCreativeTab(MainRegistry.weaponTab);
ToolMaterial matCrucible = EnumHelper.addToolMaterial("CRUCIBLE", 10, 3, 50.0F, 100.0F, 0);
crucible = new ItemCrucible(5000, 1F, matCrucible).setUnlocalizedName("crucible").setCreativeTab(MainRegistry.weaponTab).setTextureName(RefStrings.MODID + ":crucible");

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@ -55,7 +55,7 @@ public class ItemGunBase extends Item implements IHoldableWeapon, IItemHUD, IEqu
public boolean m1;// = false;
@SideOnly(Side.CLIENT)
public boolean m2;// = false;
public ItemGunBase(GunConfiguration config) {
mainConfig = config;
this.setMaxStackSize(1);
@ -131,13 +131,27 @@ public class ItemGunBase extends Item implements IHoldableWeapon, IItemHUD, IEqu
if(getIsMouseDown(stack) && !(player.getHeldItem() == stack)) {
setIsMouseDown(stack, false);
}
if(getBurstDuration(stack) > 0) {
if(altConfig == null) {
if (world.getWorldTime() % mainConfig.firingDuration == 0 && tryShoot(stack, world, player, true)) {
fire(stack, world, player);
}
} else {
boolean canFire = altConfig.firingDuration == 1 || world.getWorldTime() % altConfig.firingDuration == 0;
if (canFire && tryShoot(stack, world, player, false)) {
altFire(stack, world, player);
}
}
setBurstDuration(stack, getBurstDuration(stack) - 1);
if(getBurstDuration(stack) == 0) setDelay(stack, mainConfig.rateOfFire);
}
if(getIsAltDown(stack) && !isCurrentItem) {
setIsAltDown(stack, false);
}
if(GeneralConfig.enableGuns && mainConfig.firingMode == 1 && getIsMouseDown(stack) && tryShoot(stack, world, player, isCurrentItem)) {
fire(stack, world, player);
setDelay(stack, mainConfig.rateOfFire);
}
@ -284,17 +298,32 @@ public class ItemGunBase extends Item implements IHoldableWeapon, IItemHUD, IEqu
//called on click (server side, called by mouse packet) for semi-automatics and specific events
public void startAction(ItemStack stack, World world, EntityPlayer player, boolean main) {
if(mainConfig.firingMode == mainConfig.FIRE_MANUAL && main && tryShoot(stack, world, player, main)) {
fire(stack, world, player);
setDelay(stack, mainConfig.rateOfFire);
boolean validConfig = mainConfig.firingMode == GunConfiguration.FIRE_MANUAL || mainConfig.firingMode == GunConfiguration.FIRE_BURST;
if(validConfig && main && tryShoot(stack, world, player, main)) {
if(mainConfig.firingMode == GunConfiguration.FIRE_BURST){
if(getBurstDuration(stack) <= 0)
setBurstDuration(stack,mainConfig.firingDuration * mainConfig.roundsPerBurst);
} else {
fire(stack, world, player);
setDelay(stack, mainConfig.rateOfFire);
}
//setMag(stack, getMag(stack) - 1);
//useUpAmmo(player, stack, main);
//player.inventoryContainer.detectAndSendChanges();
}
if(!main && altConfig != null && tryShoot(stack, world, player, main)) {
altFire(stack, world, player);
setDelay(stack, altConfig.rateOfFire);
if(altConfig.firingMode == GunConfiguration.FIRE_BURST && getBurstDuration(stack) <= 0){
setBurstDuration(stack,altConfig.firingDuration * altConfig.roundsPerBurst);
} else {
altFire(stack, world, player);
setDelay(stack, altConfig.rateOfFire);
}
//useUpAmmo(player, stack, main);
//player.inventoryContainer.detectAndSendChanges();
}
@ -644,6 +673,14 @@ public class ItemGunBase extends Item implements IHoldableWeapon, IItemHUD, IEqu
public static int getMagType(ItemStack stack) {
return readNBT(stack, "magazineType");
}
/// Sets how long a burst fires for, only useful for burst fire weapons ///
public static void setBurstDuration(ItemStack stack, int i) {
writeNBT(stack, "bduration", i);
}
public static int getBurstDuration(ItemStack stack) {
return readNBT(stack, "bduration");
}
/// queued casing for ejection ///
public static void setCasing(ItemStack stack, BulletConfiguration bullet) {