it's fucking lego!

This commit is contained in:
Boblet 2024-09-30 16:55:43 +02:00
parent a6f694b7b3
commit ad3c4e20ca
5 changed files with 12 additions and 3 deletions

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@ -65,7 +65,7 @@ public class ItemGunBaseNT extends Item implements IKeybindReceiver, IEquipRecei
public static float aimingProgress; public static float aimingProgress;
/** NEVER ACCESS DIRECTLY - USE GETTER */ /** NEVER ACCESS DIRECTLY - USE GETTER */
private GunConfig config_DNA; public GunConfig config_DNA;
public GunConfig getConfig(ItemStack stack) { public GunConfig getConfig(ItemStack stack) {
return WeaponUpgradeManager.eval(config_DNA, stack, O_GUNCONFIG, this); return WeaponUpgradeManager.eval(config_DNA, stack, O_GUNCONFIG, this);

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@ -35,7 +35,7 @@ public class GunFactory {
/// GUNS /// /// GUNS ///
ModItems.gun_debug = new ItemGunBaseNT(new GunConfig() ModItems.gun_debug = new ItemGunBaseNT(new GunConfig()
.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) .dura(600F).draw(15).jam(23).inspect(23).crosshair(Crosshair.L_CLASSIC).smoke(true).orchestra(Orchestras.DEBUG_ORCHESTRA)
.rec(new Receiver(0) .rec(new Receiver(0)
.dmg(10F).delay(14).reload(46).sound("hbm:weapon.44Shoot", 1.0F, 1.0F) .dmg(10F).delay(14).reload(46).sound("hbm:weapon.44Shoot", 1.0F, 1.0F)
.mag(new MagazineFullReload(0, 12).addConfigs(ammo_debug, ammo_debug_buckshot)) .mag(new MagazineFullReload(0, 12).addConfigs(ammo_debug, ammo_debug_buckshot))

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@ -8,6 +8,7 @@ import org.lwjgl.opengl.GL11;
import com.hbm.entity.projectile.EntityBulletBaseMK4; import com.hbm.entity.projectile.EntityBulletBaseMK4;
import com.hbm.items.ModItems; import com.hbm.items.ModItems;
import com.hbm.items.weapon.sedna.ItemGunBaseNT;
import com.hbm.render.item.weapon.sedna.ItemRenderDebug; import com.hbm.render.item.weapon.sedna.ItemRenderDebug;
import com.hbm.render.item.weapon.sedna.ItemRenderPepperbox; import com.hbm.render.item.weapon.sedna.ItemRenderPepperbox;
@ -23,6 +24,9 @@ public class GunFactoryClient {
//PROJECTILES //PROJECTILES
ammo_debug.setRenderer(RENDER_STANDARD_BULLET); ammo_debug.setRenderer(RENDER_STANDARD_BULLET);
ammo_debug_buckshot.setRenderer(RENDER_STANDARD_BULLET); ammo_debug_buckshot.setRenderer(RENDER_STANDARD_BULLET);
//HUDS
((ItemGunBaseNT) ModItems.gun_debug).config_DNA.hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO);
((ItemGunBaseNT) ModItems.gun_pepperbox).config_DNA.hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO);
} }
public static BiConsumer<EntityBulletBaseMK4, Float> RENDER_STANDARD_BULLET = (bullet, interp) -> { public static BiConsumer<EntityBulletBaseMK4, Float> RENDER_STANDARD_BULLET = (bullet, interp) -> {

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@ -28,7 +28,7 @@ public class XFactoryBlackPowder {
BulletConfig shot = new BulletConfig().setItem(EnumAmmo.STONE_SHOT).setSpread(0.1F).setRicochetAngle(45).setProjectiles(6, 6).setDamage(0.5F); BulletConfig shot = new BulletConfig().setItem(EnumAmmo.STONE_SHOT).setSpread(0.1F).setRicochetAngle(45).setProjectiles(6, 6).setDamage(0.5F);
ModItems.gun_pepperbox = new ItemGunBaseNT(new GunConfig() ModItems.gun_pepperbox = new ItemGunBaseNT(new GunConfig()
.dura(300).draw(4).inspect(23).crosshair(Crosshair.CIRCLE).hud(LegoClient.HUD_COMPONENT_DURABILITY, LegoClient.HUD_COMPONENT_AMMO).smoke(true).orchestra(Orchestras.ORCHESTRA_PEPPERBOX) .dura(300).draw(4).inspect(23).crosshair(Crosshair.CIRCLE).smoke(true).orchestra(Orchestras.ORCHESTRA_PEPPERBOX)
.rec(new Receiver(0) .rec(new Receiver(0)
.dmg(5F).delay(27).reload(67).sound("hbm:weapon.fire.blackPowder", 1.0F, 1.0F) .dmg(5F).delay(27).reload(67).sound("hbm:weapon.fire.blackPowder", 1.0F, 1.0F)
.mag(new MagazineFullReload(0, 6).addConfigs(stone, flint, iron, shot)) .mag(new MagazineFullReload(0, 6).addConfigs(stone, flint, iron, shot))

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@ -7,10 +7,15 @@ public class BusAnimationKeyframe {
//it's an enum so stuff like accelerated animations between just //it's an enum so stuff like accelerated animations between just
//two frames could be implemented //two frames could be implemented
public static enum IType { public static enum IType {
/** Teleport */
CONSTANT, CONSTANT,
/** Linear interpolation */
LINEAR, LINEAR,
/** "Sine wave up", quarter of a sine peak that goes from neutral to rising */
SIN_UP, SIN_UP,
/** "Sine wave down", quarter of a sine peak that goes from rising back to neutral */
SIN_DOWN, SIN_DOWN,
/** "Sine wave", first half of a sine peak, accelerating up and then decelerating, makes for smooth movement */
SIN_FULL, SIN_FULL,
} }