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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Actually add the config option (here is the olive branch. Love ya, even if yer a dingbat)
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@ -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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@ -50,9 +51,7 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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case EQUIPPED_FIRST_PERSON:
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boolean linear = false; // TODO: Config option
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String animSuffix = linear ? "Lame" : "";
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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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