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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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the incredibly impractical mechanism
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@ -52,6 +52,8 @@
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* Reeds rendering into water can now be toggled with the RENDER_REEDS client config
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* This option is usually enabled by default, unless Angelica is installed
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* Microwave explosions no longer destroy blocks, only the microwave and nearby players
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* Wings can now be used like armor mods
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* At higher pollution levels, skeletons can now spawn with guns
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## Fixed
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* The conveyor grabber should no longer skip over items when used in long lines
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@ -68,3 +70,4 @@
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* Fixed issue regarding mass storage filters when using GTNH-NEI
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* Fixed DFC emitters calculating their original 98% inefficiency twice when hitting another emitter or tungsten crate
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* Fixed the wood burner destroying container items like buckets when using lava as fuel
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* Fixed pollution serialization for the fluid trait config being wrong
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@ -49,7 +49,7 @@ credits=HbMinecraft,\
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\ Voxelstice (OpenComputers integration, turbine spinup),\
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\ BallOfEnergy1 (OpenComputers integration),\
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\ sdddddf80 (recipe configs, chinese localization, custom machine holograms),\
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\ Abel1502 (optimization, crate upgrade recipes, strand caster improvements),\
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\ Abel1502 (optimization, crate upgrade recipes, strand caster improvements, varous tweaks),\
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\ SuperCraftAlex (tooltips)\
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\ Ice-Arrow (research reactor tweaks),\
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\ 245tt (anvil GUI improvements),\
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@ -60,12 +60,12 @@ public class FT_Polluting extends FluidTrait {
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public void serializeJSON(JsonWriter writer) throws IOException {
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writer.name("release").beginObject();
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for(Entry<PollutionType, Float> entry : releaseMap.entrySet()) {
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writer.name(entry.toString()).value(entry.getValue());
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writer.name(entry.getKey().name()).value(entry.getValue());
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}
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writer.endObject();
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writer.name("burn").beginObject();
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for(Entry<PollutionType, Float> entry : burnMap.entrySet()) {
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writer.name(entry.toString()).value(entry.getValue());
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writer.name(entry.getKey().name()).value(entry.getValue());
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}
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writer.endObject();
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}
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@ -141,16 +141,23 @@ public class XFactoryEnergy {
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int amount = ((ItemGunBaseNT) stack.getItem()).getConfig(stack, 0).getReceivers(stack)[0].getMagazine(stack).getAmount(stack, MainRegistry.proxy.me().inventory);
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switch(type) {
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case EQUIP: return new BusAnimation()
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.addBus("EQUIP", new BusAnimationSequence().addPos(60, 0, 0, 0).addPos(0, 0, 0, 1000, IType.SIN_DOWN));
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.addBus("EQUIP", new BusAnimationSequence().addPos(60, 0, 0, 0).addPos(0, 0, 0, 500, IType.SIN_DOWN));
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case CYCLE: return new BusAnimation()
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.addBus("RECOIL", new BusAnimationSequence().addPos(0, 0, ItemGunBaseNT.getIsAiming(stack) ? -0.5 : -1, 100, IType.SIN_DOWN).addPos(0, 0, 0, 250, IType.SIN_FULL))
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.addBus("RECOIL", new BusAnimationSequence().addPos(0, 0, ItemGunBaseNT.getIsAiming(stack) ? -0.5 : -1, 50, IType.SIN_DOWN).addPos(0, 0, 0, 150, IType.SIN_FULL))
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.addBus("CYCLE", new BusAnimationSequence().addPos(0, 0, 0, 150).addPos(0, 0, 22.5, 350))
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.addBus("COUNT", new BusAnimationSequence().addPos(amount, 0, 0, 0));
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case CYCLE_DRY: return new BusAnimation()
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.addBus("CYCLE", new BusAnimationSequence().addPos(0, 0, 0, 150).addPos(0, 0, 22.5, 350));
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case RELOAD: return new BusAnimation()
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.addBus("LEVER", new BusAnimationSequence().addPos(-90, 0, 0, 350, IType.SIN_UP).addPos(-90, 0, 0, 1500).addPos(0, 0, 0, 350, IType.SIN_UP))
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.addBus("MAG", new BusAnimationSequence().addPos(0, 0, 0, 350).addPos(0, -5, 0, 350, IType.SIN_UP).addPos(0, -5, 0, 500).addPos(0, -0.25, 0, 500, IType.SIN_FULL).addPos(0, -0.25, 0, 150).addPos(0, 0, 0, 350))
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.addBus("EQUIP", new BusAnimationSequence().addPos(0, 0, 0, 1700).addPos(-2, 0, 0, 100, IType.SIN_DOWN).addPos(0, 0, 0, 100, IType.SIN_FULL));
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case JAMMED: return new BusAnimation()
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.addBus("LEVER", new BusAnimationSequence().addPos(0, 0, 0, 500).addPos(-90, 0, 0, 350, IType.SIN_UP).addPos(-90, 0, 0, 600).addPos(0, 0, 0, 350, IType.SIN_UP))
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.addBus("MAG", new BusAnimationSequence().addPos(0, 0, 0, 500).addPos(0, 0, 0, 350).addPos(0, -2, 0, 200, IType.SIN_UP).addPos(0, -0.25, 0, 250, IType.SIN_FULL).addPos(0, -0.25, 0, 150).addPos(0, 0, 0, 350))
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.addBus("EQUIP", new BusAnimationSequence().addPos(0, 0, 0, 500).addPos(0, 0, 0, 800).addPos(-2, 0, 0, 100, IType.SIN_DOWN).addPos(0, 0, 0, 100, IType.SIN_FULL));
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case INSPECT: return new BusAnimation()
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.addBus("YOMI", new BusAnimationSequence().addPos(8, -4, 0, 0).addPos(4, -1, 0, 500, IType.SIN_DOWN).addPos(4, -1, 0, 1000).addPos(6, -6, 0, 500, IType.SIN_UP))
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.addBus("SQUEEZE", new BusAnimationSequence().addPos(1, 1, 1, 0).addPos(1, 1, 1, 750).addPos(1, 1, 0.5, 125).addPos(1, 1, 1, 125));
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.addBus("LEVER", new BusAnimationSequence().addPos(-90, 0, 0, 350, IType.SIN_UP).addPos(-90, 0, 0, 600).addPos(0, 0, 0, 350, IType.SIN_UP))
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.addBus("MAG", new BusAnimationSequence().addPos(0, 0, 0, 350).addPos(0, -2, 0, 200, IType.SIN_UP).addPos(0, -0.25, 0, 250, IType.SIN_FULL).addPos(0, -0.25, 0, 150).addPos(0, 0, 0, 350))
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.addBus("EQUIP", new BusAnimationSequence().addPos(0, 0, 0, 800).addPos(-2, 0, 0, 100, IType.SIN_DOWN).addPos(0, 0, 0, 100, IType.SIN_FULL));
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}
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return null;
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@ -34,10 +34,12 @@ public class ItemRenderLasrifle extends ItemRenderWeaponBase {
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double[] equip = HbmAnimations.getRelevantTransformation("EQUIP");
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double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
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double[] lever = HbmAnimations.getRelevantTransformation("LEVER");
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double[] mag = HbmAnimations.getRelevantTransformation("MAG");
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GL11.glTranslated(0, -1, -4);
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GL11.glTranslated(0, -1, -6);
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GL11.glRotated(equip[0], 1, 0, 0);
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GL11.glTranslated(0, 1, 4);
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GL11.glTranslated(0, 1, 6);
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GL11.glTranslated(0, 0, recoil[2]);
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@ -47,8 +49,18 @@ public class ItemRenderLasrifle extends ItemRenderWeaponBase {
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ResourceManager.lasrifle.renderPart("Barrel");
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ResourceManager.lasrifle.renderPart("Stock");
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ResourceManager.lasrifle.renderPart("Scope");
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GL11.glPushMatrix();
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GL11.glTranslated(0, -0.375, 2.375);
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GL11.glRotated(lever[0], 1, 0, 0);
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GL11.glTranslated(0, 0.375, -2.375);
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ResourceManager.lasrifle.renderPart("Lever");
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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GL11.glTranslated(mag[0], mag[1], mag[2]);
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ResourceManager.lasrifle.renderPart("Battery");
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GL11.glPopMatrix();
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GL11.glShadeModel(GL11.GL_FLAT);
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}
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