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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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josh anims :3
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@ -108,6 +108,7 @@ public class Gun50BMGFactory {
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config.firingMode = GunConfiguration.FIRE_AUTO;
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config.reloadDuration = 20;
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config.firingDuration = 0;
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config.reloadSoundEnd = false;
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config.ammoCap = 50;
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config.reloadType = GunConfiguration.RELOAD_FULL;
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config.allowsInfinity = true;
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@ -135,6 +136,25 @@ public class Gun50BMGFactory {
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config.ejector = EJECTOR_BMG;
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config.animations.put(AnimType.CYCLE, new BusAnimation()
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.addBus("RECOIL", new BusAnimationSequence()
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.addKeyframe(new BusAnimationKeyframe(1, 0, 0, 25))
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.addKeyframe(new BusAnimationKeyframe(0, 0, 0, 75))
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)
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);
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config.animations.put(AnimType.RELOAD, new BusAnimation()
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.addBus("TILT", new BusAnimationSequence()
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.addKeyframe(new BusAnimationKeyframe(1, 0, 0, 125))
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.addKeyframe(new BusAnimationKeyframe(1, 0, 0, 750))
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.addKeyframe(new BusAnimationKeyframe(0, 0, 0, 125))
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)
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.addBus("MAG", new BusAnimationSequence()
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.addKeyframe(new BusAnimationKeyframe(0, 0, 1, 200))
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.addKeyframe(new BusAnimationKeyframe(1, 0, 1, 200))
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.addKeyframe(new BusAnimationKeyframe(0, 0, 0, 200))
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)
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);
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return config;
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}
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@ -1,5 +1,7 @@
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package com.hbm.render.item.weapon;
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import com.hbm.render.anim.HbmAnimations;
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import net.minecraftforge.client.model.IModelCustom;
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import org.lwjgl.opengl.GL11;
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import com.hbm.main.ResourceManager;
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@ -36,36 +38,61 @@ public class ItemRenderWeaponAR15 implements IItemRenderer {
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GL11.glPushMatrix();
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.ar15_tex);
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IModelCustom model = ResourceManager.ar15;
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switch (type) {
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case EQUIPPED_FIRST_PERSON:
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double s0 = 0.125D;
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double s0 = 0.25D;
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GL11.glRotated(25, 0, 0, 1);
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GL11.glTranslated(1.0, 0.0, -0.5);
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GL11.glRotated(80, 0, 1, 0);
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GL11.glTranslated(1.25, 0, -0.25);
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GL11.glRotated(-100, 0, 1, 0);
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GL11.glScaled(s0, s0, s0);
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double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
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GL11.glRotated(recoil[0] * 2.5, 1, 0, 0);
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GL11.glTranslated(0, 0, recoil[0]);
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double[] tilt = HbmAnimations.getRelevantTransformation("TILT");
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GL11.glTranslated(0, tilt[0], 3);
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GL11.glRotated(tilt[0] * -35, 0, 0, 1);
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GL11.glTranslated(0, 0, -3);
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model.renderPart("main");
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double[] mag = HbmAnimations.getRelevantTransformation("MAG");
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GL11.glPushMatrix();
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GL11.glTranslated(0, 0, 5);
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GL11.glRotated(mag[0] * 60 * (mag[2] == 1 ? 2.5 : 1), -1, 0, 0);
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GL11.glTranslated(0, 0, -5);
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model.renderPart("mag");
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GL11.glPopMatrix();
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break;
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case EQUIPPED:
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double scale = 0.125D;
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double scale = 0.25D;
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GL11.glScaled(scale, scale, scale);
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GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(10, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F);
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GL11.glTranslatef(4F, -2F, 5F);
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GL11.glRotatef(15F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(-170, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-15F, 1.0F, 0.0F, 0.0F);
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GL11.glTranslatef(-2F, -0.9F, -0.75F);
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break;
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case ENTITY:
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double s1 = 0.1D;
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double s1 = 0.2D;
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GL11.glScaled(s1, s1, s1);
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GL11.glTranslated(0, 1, 0);
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GL11.glRotatef(90, 0, 1, 0);
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break;
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@ -73,21 +100,24 @@ public class ItemRenderWeaponAR15 implements IItemRenderer {
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GL11.glEnable(GL11.GL_LIGHTING);
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double s = 0.75D;
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double s = 1.45D;
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GL11.glTranslated(6, 9, 0);
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GL11.glRotated(-90, 0, 1, 0);
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GL11.glRotated(-135, 1, 0, 0);
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GL11.glRotated(90, 0, 1, 0);
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GL11.glRotated(135, 1, 0, 0);
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GL11.glScaled(s, s, -s);
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break;
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default: break;
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default:
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break;
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}
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GL11.glShadeModel(GL11.GL_SMOOTH);
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ResourceManager.ar15.renderAll();
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GL11.glShadeModel(GL11.GL_FLAT);
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if (type != ItemRenderType.EQUIPPED_FIRST_PERSON) {
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model.renderAll();
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}
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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}
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}
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