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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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Add empty firing animation and case colours
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parent
e88d3aba19
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@ -55,6 +55,7 @@ public class GunConfiguration implements Cloneable {
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public int firingDuration;
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//sound path to the shooting sound
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public String firingSound = "";
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public String firingSoundEmpty = null;
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public float firingVolume = 1.0F;
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public float firingPitch = 1.0F;
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//how long the reload animation will play
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@ -33,7 +33,7 @@ public class GunGrenadeFactory {
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static {
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EJECTOR_LAUNCHER = new CasingEjector().setAngleRange(0.02F, 0.03F).setAfterReload();
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EJECTOR_CONGOLAKE = new CasingEjector().setMotion(0.3, 0.1, 0).setAngleRange(0.02F, 0.03F).setDelay(15);
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CASING40MM = new SpentCasing(CasingType.STRAIGHT).setScale(4F, 4F, 3F).setBounceMotion(0.02F, 0.03F).setColor(0x777777).setupSmoke(1F, 0.5D, 60, 40);
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CASING40MM = new SpentCasing(CasingType.STRAIGHT).setScale(4F, 4F, 3F).setBounceMotion(0.02F, 0.03F).setColor(SpentCasing.COLOR_CASE_40MM, 0x4B5443).setupSmoke(1F, 0.5D, 60, 40);
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}
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public static GunConfiguration getHK69Config() {
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@ -82,6 +82,7 @@ public class GunGrenadeFactory {
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config.allowsInfinity = true;
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config.crosshair = Crosshair.L_CIRCUMFLEX;
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config.firingSound = "hbm:weapon.glShoot";
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config.firingSoundEmpty = "hbm:weapon.glShootEmpty";
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config.reloadSound = GunConfiguration.RSOUND_GRENADE_NEW;
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config.reloadSoundEnd = false;
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@ -97,6 +98,7 @@ public class GunGrenadeFactory {
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config.loadAnimations = i -> {
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config.animations.put(AnimType.CYCLE, ResourceManager.congolake_anim.get("Fire"));
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config.animations.put(AnimType.CYCLE_EMPTY, ResourceManager.congolake_anim.get("FireEmpty"));
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config.animations.put(AnimType.RELOAD, ResourceManager.congolake_anim.get("ReloadStart"));
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config.animations.put(AnimType.RELOAD_EMPTY, ResourceManager.congolake_anim.get("ReloadEmpty"));
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config.animations.put(AnimType.RELOAD_CYCLE, ResourceManager.congolake_anim.get("Reload"));
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@ -206,7 +208,7 @@ public class GunGrenadeFactory {
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bullet.explosive = 7.5F;
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bullet.jolt = 6.5D;
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bullet.spentCasing = CASING40MM.clone().register("40MMIF");
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bullet.spentCasing = CASING40MM.clone().register("40MMIF").setColor(SpentCasing.COLOR_CASE_40MM, 0x1C1C1C);
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return bullet;
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}
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@ -223,7 +225,7 @@ public class GunGrenadeFactory {
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bullet.explosive = 10.0F;
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bullet.trail = 3;
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bullet.spentCasing = CASING40MM.clone().register("40MMCon");
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bullet.spentCasing = CASING40MM.clone().register("40MMCon").setColor(SpentCasing.COLOR_CASE_40MM, 0x3D5E1D);
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return bullet;
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}
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@ -237,7 +239,7 @@ public class GunGrenadeFactory {
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bullet.explosive = 1.5F;
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bullet.trail = 5;
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bullet.spentCasing = CASING40MM.clone().register("40MMFin");
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bullet.spentCasing = CASING40MM.clone().register("40MMFin").setColor(SpentCasing.COLOR_CASE_40MM, 0x007FDB);
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return bullet;
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}
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@ -254,7 +256,7 @@ public class GunGrenadeFactory {
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BulletConfigFactory.nuclearExplosion(bulletnt, x, y, z, ExplosionNukeSmall.PARAMS_TOTS);
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};
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bullet.spentCasing = CASING40MM.clone().register("40MMNuke");
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bullet.spentCasing = CASING40MM.clone().register("40MMNuke").setColor(SpentCasing.COLOR_CASE_40MM, 0xE2C000);
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return bullet;
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}
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@ -270,7 +272,7 @@ public class GunGrenadeFactory {
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bullet.trail = 5;
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bullet.vPFX = "bluedust";
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bullet.spentCasing = CASING40MM.clone().register("40MMTrac").setColor(0xEEEEEE);
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bullet.spentCasing = CASING40MM.clone().register("40MMTrac").setColor(0xEEEEEE, 0x0075CA);
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return bullet;
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}
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@ -241,9 +241,6 @@ public class ItemGunBase extends Item implements IHoldableWeapon, IItemHUD, IEqu
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for(int i = 0; i < bullets; i++) {
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spawnProjectile(world, player, stack, BulletConfigSyncingUtil.getKey(config));
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}
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if(player instanceof EntityPlayerMP)
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PacketDispatcher.wrapper.sendTo(new GunAnimationPacket(AnimType.CYCLE.ordinal()), (EntityPlayerMP) player);
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useUpAmmo(player, stack, true);
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player.inventoryContainer.detectAndSendChanges();
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@ -251,8 +248,15 @@ public class ItemGunBase extends Item implements IHoldableWeapon, IItemHUD, IEqu
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int wear = (int) Math.ceil(config.wear / (1F + EnchantmentHelper.getEnchantmentLevel(Enchantment.unbreaking.effectId, stack)));
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setItemWear(stack, getItemWear(stack) + wear);
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}
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if(player instanceof EntityPlayerMP) {
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AnimType animType = getMag(stack) == 0 ? AnimType.CYCLE_EMPTY : AnimType.CYCLE;
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PacketDispatcher.wrapper.sendTo(new GunAnimationPacket(animType.ordinal()), (EntityPlayerMP) player);
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}
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world.playSoundAtEntity(player, mainConfig.firingSound, mainConfig.firingVolume, mainConfig.firingPitch);
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String firingSound = mainConfig.firingSound;
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if (getMag(stack) == 0 && mainConfig.firingSoundEmpty != null) firingSound = mainConfig.firingSoundEmpty;
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world.playSoundAtEntity(player, firingSound, mainConfig.firingVolume, mainConfig.firingPitch);
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if(mainConfig.ejector != null && !mainConfig.ejector.getAfterReload())
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queueCasing(player, mainConfig.ejector, config, stack);
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@ -67,8 +67,8 @@ public class GunAnimationPacket implements IMessage {
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animation = base.getAnimation(stack, AnimType.RELOAD);
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}
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// Fallback to regular CYCLE if no ALT_CYCLE exists
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if(animation == null && type == AnimType.ALT_CYCLE) {
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// Fallback to regular CYCLE if no ALT_CYCLE (or CYCLE_EMPTY) exists
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if(animation == null && (type == AnimType.ALT_CYCLE || type == AnimType.CYCLE_EMPTY)) {
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animation = base.getAnimation(stack, AnimType.CYCLE);
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}
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@ -15,8 +15,9 @@ public class SpentCasing implements Cloneable {
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public static final int COLOR_CASE_16INCH = 0xD89128;
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public static final int COLOR_CASE_16INCH_PHOS = 0xC8C8C8;
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public static final int COLOR_CASE_16INCH_NUKE = 0x495443;
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public static final int COLOR_CASE_40MM = 0x515151;
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public static final HashMap<String, SpentCasing> casingMap = new HashMap();
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public static final HashMap<String, SpentCasing> casingMap = new HashMap<String, SpentCasing>();
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public enum CasingType {
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STRAIGHT("Straight"),
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@ -23,6 +23,7 @@ public class HbmAnimations {
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RELOAD_CYCLE, //animation that plays for every individual round (for shotguns and similar single round loading weapons)
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RELOAD_END, //animation for transitioning from our RELOAD_CYCLE to idle
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CYCLE, //animation for every firing cycle
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CYCLE_EMPTY, //animation for the final shot in the magazine
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ALT_CYCLE, //animation for alt fire cycles
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SPINUP, //animation for actionstart
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SPINDOWN, //animation for actionend
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@ -8,6 +8,7 @@ import com.hbm.handler.BulletConfigSyncingUtil;
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import com.hbm.handler.BulletConfiguration;
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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.particle.SpentCasing;
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import com.hbm.render.anim.HbmAnimations;
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import net.minecraft.client.Minecraft;
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@ -105,13 +106,13 @@ public class ItemRenderWeaponCongo implements IItemRenderer {
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ItemGunBase gun = (ItemGunBase)item.getItem();
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BulletConfiguration bullet = BulletConfigSyncingUtil.pullConfig(gun.mainConfig.config.get(ItemGunBase.getMagType(item)));
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int[] colors = bullet.spentCasing != null ? bullet.spentCasing.getColors() : new int[] { 0x3E3E3E };
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int[] colors = bullet.spentCasing != null ? bullet.spentCasing.getColors() : new int[] { SpentCasing.COLOR_CASE_40MM };
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Color shellColor = new Color(colors.length >= 2 ? colors[1] : 0x3E3E3E);
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Color shellColor = new Color(colors[0]);
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GL11.glColor3f(shellColor.getRed() / 255F, shellColor.getGreen() / 255F, shellColor.getBlue() / 255F);
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ResourceManager.congolake.renderPart("Shell");
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Color shellForeColor = new Color(colors[0]);
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Color shellForeColor = new Color(colors.length > 1 ? colors[1] : colors[0]);
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GL11.glColor3f(shellForeColor.getRed() / 255F, shellForeColor.getGreen() / 255F, shellForeColor.getBlue() / 255F);
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ResourceManager.congolake.renderPart("ShellFore");
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File diff suppressed because one or more lines are too long
@ -207,6 +207,7 @@
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"weapon.coilgunShoot": {"category": "player", "sounds": [{"name": "weapon/coilgunShoot", "stream": false}]},
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"weapon.glReload": {"category": "player", "sounds": [{"name": "weapon/glReload", "stream": false}]},
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"weapon.glShoot": {"category": "player", "sounds": [{"name": "weapon/glShoot", "stream": false}]},
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"weapon.glShootEmpty": {"category": "player", "sounds": [{"name": "weapon/glShootEmpty", "stream": false}]},
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"weapon.44Shoot": {"category": "player", "sounds": [{"name": "weapon/44Shoot", "stream": false}]},
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"weapon.trainImpact": {"category": "player", "sounds": [{"name": "weapon/trainImpact", "stream": false}]},
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BIN
src/main/resources/assets/hbm/sounds/weapon/glShootEmpty.ogg
Normal file
BIN
src/main/resources/assets/hbm/sounds/weapon/glShootEmpty.ogg
Normal file
Binary file not shown.
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