the skeleton's coming out, AAAAAAAAAAAAA

This commit is contained in:
Boblet 2025-09-19 13:02:50 +02:00
parent 94e3df1751
commit b3405d085b
10 changed files with 47 additions and 137 deletions

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@ -4,6 +4,9 @@
* All dual wielded guns now render more accurately when dropped instead of only showing one gun
* Added support for left handed guns (currently unused)*
* Removed the presentations for the old particle accelerator and schottky diode
* Gibbing NPCs now also spawns bones, if supported by the skeletonizer
* Gibbed bones only have a 50% chance of spawning and come with a unique red texture
* Gibbed bones have a way shorter lifetime and higher gravity to match the gib particles
## Fixed
* Fixed wood burner only being able to create one ash pile per item burned, even when that item yields more, creating a backlog in the internal ash value

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@ -25,7 +25,6 @@ import com.hbm.entity.train.*;
import com.hbm.main.MainRegistry;
import com.hbm.util.Tuple.Quartet;
import cpw.mods.fml.common.registry.EntityRegistry;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EnumCreatureType;

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@ -1,123 +0,0 @@
package com.hbm.handler;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.function.Consumer;
import com.hbm.items.weapon.sedna.Crosshair;
import com.hbm.lib.HbmCollection.EnumGunManufacturer;
import com.hbm.render.anim.AnimationEnums.GunAnimation;
import com.hbm.render.anim.BusAnimation;
import net.minecraft.util.ResourceLocation;
@Deprecated
public class GunConfiguration implements Cloneable {
/**
* alt function restrictions:
* alt can not be reloaded (reload type of 0, ammo cap of 0)
* alt cooldown and main cooldown are shared (alt cooldown will almoast always be greater or equal)
* alt is always the lower priority, mouse2 will be canceled then mouse1 is activated at the same time
* restrictions must be applied in gun's logic, mechanism may be dysfunctional if these rules are ignored
*/
//amount of ticks between each bullet
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
public int firingMode;
//weapon won't fire after weapon breaks (main only)
public int durability;
//animations!
public HashMap<GunAnimation, BusAnimation> animations = new HashMap<GunAnimation, BusAnimation>();
//lazy-ish loading for animations, required for loading animations from ResourceManager, since that occurs after we've initialised the guns
public Consumer<Void> loadAnimations;
public boolean animationsLoaded = false;
//when sneaking, disables crosshair and centers the bullet spawn point
public boolean hasSights;
//does this weapon behave like fully sick old-school boomer shooters
public boolean isCentered;
//texture overlay when sneaking
public ResourceLocation scopeTexture;
//duration of every animation cycle, used also for how quickly a burst fire rifle can fire
public int firingDuration;
//sound path to the shooting sound
public String firingSound = "";
public String firingSoundEmpty = null;
public float firingVolume = 1.0F;
public float firingPitch = 1.0F;
//how long the reload animation will play
//MUST BE GREATER THAN ZERO ! ! !
public int reloadDuration;
public int emptyReloadAdditionalDuration;
//sound path to the reload sound
public String reloadSound = "";
public String reloadSoundEmpty = null;
//whether the reload sound should be played at the beginning or at the end of the reload
public boolean reloadSoundEnd = true;
public String equipSound = "";
//how much ammo the clip can hold, 0 if drawn from inventory
public int ammoCap;
//0 does not allow direct reload, 1 is full clip, 2 is single bullet
public int reloadType;
// If the animations are designed to be sequential, the last frame will be held until the next anmiation starts
public boolean reloadAnimationsSequential = false;
//whether or not the infinity enchantment should work
public boolean allowsInfinity;
//whether the ammo count should be displayed
public boolean showAmmo = true;
//for electrically powered weapons:
//the Maximum capacity of the gun
public long maxCharge;
//the rate at which the gun is charged
public long chargeRate;
//how much energy is discharged per shot
public long dischargePerShot;
public String name = "";
public EnumGunManufacturer manufacturer = EnumGunManufacturer.NONE;
public List<String> comment = new ArrayList<String>();
//bullet configs for main and alt fire
public List<Integer> config = new ArrayList<Integer>();
//crosshair
public Crosshair crosshair;
//casing eject behavior
public CasingEjector ejector = null;
public static final int MODE_NORMAL = 0;
public static final int MODE_RELEASE = 1;
public static final int MODE_BOTH = 1;
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;
public static final int RELOAD_SINGLE = 2;
public static final String RSOUND_REVOLVER = "hbm:weapon.revolverReload";
public static final String RSOUND_RIFLE = "";
public static final String RSOUND_MAG = "hbm:weapon.magReload";
public static final String RSOUND_MAG_BOLT = "hbm:weapon.magReloadBolt";
public static final String RSOUND_SHOTGUN = "hbm:weapon.shotgunReload";
public static final String RSOUND_LAUNCHER = "hbm:weapon.rpgReload";
public static final String RSOUND_GRENADE = "hbm:weapon.hkReload";
public static final String RSOUND_GRENADE_NEW = "hbm:weapon.glReload";
public static final String RSOUND_FATMAN = "hbm:weapon.fatmanReload";
}

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@ -1,7 +1,6 @@
package com.hbm.items.weapon;
import java.util.List;
import java.util.Random;
import com.google.common.collect.HashMultimap;
import com.google.common.collect.Multimap;

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@ -48,6 +48,8 @@ public class ConfettiUtil {
if(entity instanceof EntitySkeleton) return;
if(entity instanceof EntitySlime) return;
SkeletonCreator.composeEffectGib(entity.worldObj, entity, 0.25F);
NBTTagCompound vdat = new NBTTagCompound();
vdat.setString("type", "giblets");
vdat.setInteger("ent", entity.getEntityId());

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@ -41,7 +41,6 @@ import com.hbm.handler.HbmKeybinds;
import com.hbm.handler.HbmKeybinds.EnumKeybind;
import com.hbm.handler.ImpactWorldHandler;
import com.hbm.handler.imc.IMCHandlerNHNEI;
import com.hbm.items.IAnimatedItem;
import com.hbm.items.ModItems;
import com.hbm.items.weapon.sedna.factory.GunFactoryClient;
import com.hbm.lib.RefStrings;
@ -49,10 +48,6 @@ import com.hbm.particle.*;
import com.hbm.particle.helper.ParticleCreators;
import com.hbm.particle.psys.engine.EventHandlerParticleEngine;
import com.hbm.qmaw.QMAWLoader;
import com.hbm.render.anim.BusAnimation;
import com.hbm.render.anim.BusAnimationSequence;
import com.hbm.render.anim.HbmAnimations;
import com.hbm.render.anim.HbmAnimations.Animation;
import com.hbm.render.block.*;
import com.hbm.render.entity.RenderEmpty;
import com.hbm.render.entity.effect.*;

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@ -26,8 +26,13 @@ public class ParticleSkeleton extends EntityFX {
public static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":textures/particle/skeleton.png");
public static final ResourceLocation texture_ext = new ResourceLocation(RefStrings.MODID + ":textures/particle/skoilet.png");
public static final ResourceLocation texture_blood = new ResourceLocation(RefStrings.MODID + ":textures/particle/skeleton_blood.png");
public static final ResourceLocation texture_blood_ext = new ResourceLocation(RefStrings.MODID + ":textures/particle/skoilet_blood.png");
public static final IModelCustom skeleton = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/effect/skeleton.obj"), false).asVBO();
protected EnumSkeletonType type;
public ResourceLocation useTexture;
public ResourceLocation useTextureExt;
private float momentumYaw;
private float momentumPitch;
@ -50,6 +55,18 @@ public class ParticleSkeleton extends EntityFX {
this.momentumPitch = rand.nextFloat() * 5 * (rand.nextBoolean() ? 1 : -1);
this.momentumYaw = rand.nextFloat() * 5 * (rand.nextBoolean() ? 1 : -1);
this.useTexture = texture;
this.useTextureExt = texture_ext;
}
public ParticleSkeleton makeGib() {
this.initialDelay = -2; // skip post delay motion randomization
this.useTexture = texture_blood;
this.useTextureExt = texture_blood_ext;
this.particleGravity = 0.04F;
this.particleMaxAge = 600 + rand.nextInt(20);
return this;
}
@Override
@ -139,16 +156,16 @@ public class ParticleSkeleton extends EntityFX {
switch(type) {
case SKULL:
this.textureManager.bindTexture(texture);
this.textureManager.bindTexture(useTexture);
skeleton.renderPart("Skull"); break;
case TORSO:
this.textureManager.bindTexture(texture);
this.textureManager.bindTexture(useTexture);
skeleton.renderPart("Torso"); break;
case LIMB:
this.textureManager.bindTexture(texture);
this.textureManager.bindTexture(useTexture);
skeleton.renderPart("Limb"); break;
case SKULL_VILLAGER:
this.textureManager.bindTexture(texture_ext);
this.textureManager.bindTexture(useTextureExt);
skeleton.renderPart("SkullVillager"); break;
}

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@ -33,20 +33,31 @@ public class SkeletonCreator implements IParticleCreator {
public static HashMap<String, Function<EntityLivingBase, BoneDefinition[]>> skullanizer = new HashMap();
public static void composeEffect(World world, Entity toSkeletonize, float brightness) {
NBTTagCompound data = new NBTTagCompound();
data.setString("type", "skeleton");
data.setInteger("entityID", toSkeletonize.getEntityId());
data.setFloat("brightness", brightness);
IParticleCreator.sendPacket(world, toSkeletonize.posX, toSkeletonize.posY, toSkeletonize.posZ, 100, data);
}
public static void composeEffectGib(World world, Entity toSkeletonize, float force) {
NBTTagCompound data = new NBTTagCompound();
data.setString("type", "skeleton");
data.setInteger("entityID", toSkeletonize.getEntityId());
data.setFloat("brightness", 1F);
data.setFloat("force", force);
data.setBoolean("gib", true);
IParticleCreator.sendPacket(world, toSkeletonize.posX, toSkeletonize.posY, toSkeletonize.posZ, 100, data);
}
@Override
@SideOnly(Side.CLIENT)
public void makeParticle(World world, EntityPlayer player, TextureManager texman, Random rand, double x, double y, double z, NBTTagCompound data) {
if(skullanizer.isEmpty()) init();
boolean gib = data.getBoolean("gib");
float force = data.getFloat("force");
int entityID = data.getInteger("entityID");
Entity entity = world.getEntityByID(entityID);
if(!(entity instanceof EntityLivingBase)) return;
@ -61,9 +72,16 @@ public class SkeletonCreator implements IParticleCreator {
if(bonealizer != null) {
BoneDefinition[] bones = bonealizer.apply(living);
for(BoneDefinition bone : bones) {
if(gib && rand.nextBoolean()) continue;
ParticleSkeleton skeleton = new ParticleSkeleton(Minecraft.getMinecraft().getTextureManager(), world, bone.x, bone.y, bone.z, brightness, brightness, brightness, bone.type);
skeleton.prevRotationYaw = skeleton.rotationYaw = bone.yaw;
skeleton.prevRotationPitch = skeleton.rotationPitch = bone.pitch;
if(gib) {
skeleton.makeGib();
skeleton.motionX = rand.nextGaussian() * force;
skeleton.motionY = (rand.nextGaussian() + 1) * force;
skeleton.motionZ = rand.nextGaussian() * force;
}
Minecraft.getMinecraft().effectRenderer.addEffect(skeleton);
}
}
@ -161,7 +179,7 @@ public class SkeletonCreator implements IParticleCreator {
skullanizer.put(EntityDummy.class.getSimpleName(), BONES_DUMMY);
//techguns compat, for some reason
//not alwayss accurate because of variable arm position, but better than nothing
//not always accurate because of variable arm position, but better than nothing
skullanizer.put("ArmySoldier", BONES_ZOMBIE);
skullanizer.put("PsychoSteve", BONES_ZOMBIE);
skullanizer.put("SkeletonSoldier", BONES_ZOMBIE);

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