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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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it's fucking lego!
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@ -65,7 +65,7 @@ public class ItemGunBaseNT extends Item implements IKeybindReceiver, IEquipRecei
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public static float aimingProgress;
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public static float aimingProgress;
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/** NEVER ACCESS DIRECTLY - USE GETTER */
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/** NEVER ACCESS DIRECTLY - USE GETTER */
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private GunConfig config_DNA;
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public GunConfig config_DNA;
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public GunConfig getConfig(ItemStack stack) {
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public GunConfig getConfig(ItemStack stack) {
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return WeaponUpgradeManager.eval(config_DNA, stack, O_GUNCONFIG, this);
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return WeaponUpgradeManager.eval(config_DNA, stack, O_GUNCONFIG, this);
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@ -35,7 +35,7 @@ public class GunFactory {
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/// GUNS ///
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/// GUNS ///
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ModItems.gun_debug = new ItemGunBaseNT(new GunConfig()
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ModItems.gun_debug = new ItemGunBaseNT(new GunConfig()
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.dura(600F).draw(15).jam(23).inspect(23).crosshair(Crosshair.L_CLASSIC).hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO).smoke(true).orchestra(Orchestras.DEBUG_ORCHESTRA)
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.dura(600F).draw(15).jam(23).inspect(23).crosshair(Crosshair.L_CLASSIC).smoke(true).orchestra(Orchestras.DEBUG_ORCHESTRA)
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.rec(new Receiver(0)
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.rec(new Receiver(0)
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.dmg(10F).delay(14).reload(46).sound("hbm:weapon.44Shoot", 1.0F, 1.0F)
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.dmg(10F).delay(14).reload(46).sound("hbm:weapon.44Shoot", 1.0F, 1.0F)
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.mag(new MagazineFullReload(0, 12).addConfigs(ammo_debug, ammo_debug_buckshot))
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.mag(new MagazineFullReload(0, 12).addConfigs(ammo_debug, ammo_debug_buckshot))
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@ -8,6 +8,7 @@ import org.lwjgl.opengl.GL11;
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import com.hbm.entity.projectile.EntityBulletBaseMK4;
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import com.hbm.entity.projectile.EntityBulletBaseMK4;
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import com.hbm.items.ModItems;
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import com.hbm.items.ModItems;
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import com.hbm.items.weapon.sedna.ItemGunBaseNT;
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import com.hbm.render.item.weapon.sedna.ItemRenderDebug;
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import com.hbm.render.item.weapon.sedna.ItemRenderDebug;
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import com.hbm.render.item.weapon.sedna.ItemRenderPepperbox;
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import com.hbm.render.item.weapon.sedna.ItemRenderPepperbox;
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@ -23,6 +24,9 @@ public class GunFactoryClient {
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//PROJECTILES
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//PROJECTILES
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ammo_debug.setRenderer(RENDER_STANDARD_BULLET);
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ammo_debug.setRenderer(RENDER_STANDARD_BULLET);
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ammo_debug_buckshot.setRenderer(RENDER_STANDARD_BULLET);
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ammo_debug_buckshot.setRenderer(RENDER_STANDARD_BULLET);
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//HUDS
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((ItemGunBaseNT) ModItems.gun_debug).config_DNA.hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO);
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((ItemGunBaseNT) ModItems.gun_pepperbox).config_DNA.hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO);
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}
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}
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public static BiConsumer<EntityBulletBaseMK4, Float> RENDER_STANDARD_BULLET = (bullet, interp) -> {
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public static BiConsumer<EntityBulletBaseMK4, Float> RENDER_STANDARD_BULLET = (bullet, interp) -> {
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@ -28,7 +28,7 @@ public class XFactoryBlackPowder {
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BulletConfig shot = new BulletConfig().setItem(EnumAmmo.STONE_SHOT).setSpread(0.1F).setRicochetAngle(45).setProjectiles(6, 6).setDamage(0.5F);
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BulletConfig shot = new BulletConfig().setItem(EnumAmmo.STONE_SHOT).setSpread(0.1F).setRicochetAngle(45).setProjectiles(6, 6).setDamage(0.5F);
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ModItems.gun_pepperbox = new ItemGunBaseNT(new GunConfig()
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ModItems.gun_pepperbox = new ItemGunBaseNT(new GunConfig()
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.dura(300).draw(4).inspect(23).crosshair(Crosshair.CIRCLE).hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO).smoke(true).orchestra(Orchestras.ORCHESTRA_PEPPERBOX)
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.dura(300).draw(4).inspect(23).crosshair(Crosshair.CIRCLE).smoke(true).orchestra(Orchestras.ORCHESTRA_PEPPERBOX)
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.rec(new Receiver(0)
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.rec(new Receiver(0)
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.dmg(5F).delay(27).reload(67).sound("hbm:weapon.fire.blackPowder", 1.0F, 1.0F)
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.dmg(5F).delay(27).reload(67).sound("hbm:weapon.fire.blackPowder", 1.0F, 1.0F)
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.mag(new MagazineFullReload(0, 6).addConfigs(stone, flint, iron, shot))
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.mag(new MagazineFullReload(0, 6).addConfigs(stone, flint, iron, shot))
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@ -7,10 +7,15 @@ public class BusAnimationKeyframe {
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//it's an enum so stuff like accelerated animations between just
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//it's an enum so stuff like accelerated animations between just
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//two frames could be implemented
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//two frames could be implemented
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public static enum IType {
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public static enum IType {
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/** Teleport */
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CONSTANT,
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CONSTANT,
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/** Linear interpolation */
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LINEAR,
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LINEAR,
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/** "Sine wave up", quarter of a sine peak that goes from neutral to rising */
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SIN_UP,
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SIN_UP,
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/** "Sine wave down", quarter of a sine peak that goes from rising back to neutral */
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SIN_DOWN,
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SIN_DOWN,
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/** "Sine wave", first half of a sine peak, accelerating up and then decelerating, makes for smooth movement */
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SIN_FULL,
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SIN_FULL,
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}
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}
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