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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Added old-school animations for the super shotgun, including new CONSTANT keyframe loading
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@ -115,7 +115,7 @@ public class EntityBulletBaseNT extends EntityThrowableInterp implements IBullet
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if(gun != null && gun.getItem() instanceof ItemGunBase) {
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GunConfiguration cfg = ((ItemGunBase) gun.getItem()).mainConfig;
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if(cfg != null && cfg.hasSights && entity.isSneaking()) {
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if(cfg != null && (cfg.hasSights && entity.isSneaking()) || cfg.isCentered) {
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offsetShot = false;
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}
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}
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@ -42,6 +42,8 @@ public class GunConfiguration implements Cloneable {
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public boolean animationsLoaded = false;
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//when sneaking, disables crosshair and centers the bullet spawn point
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public boolean hasSights;
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//does this weapon behave like fully sick old-school boomer shooters
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public boolean isCentered;
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//texture overlay when sneaking
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public ResourceLocation scopeTexture;
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//whether the FOV multiplier should be absolute or multiplicative to other modifiers, multiplicative mode is experimental!
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@ -180,7 +180,7 @@ public class Gun12GaugeFactory {
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GunConfiguration config = new GunConfiguration();
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config.rateOfFire = 20;
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config.rateOfFire = 30;
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config.roundsPerCycle = 2;
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config.gunMode = GunConfiguration.MODE_NORMAL;
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config.firingMode = GunConfiguration.FIRE_MANUAL;
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@ -190,33 +190,14 @@ public class Gun12GaugeFactory {
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config.durability = 3000;
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config.reloadType = GunConfiguration.RELOAD_NONE;
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config.allowsInfinity = true;
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config.hasSights = true;
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config.isCentered = true;
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config.crosshair = Crosshair.L_CIRCLE;
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config.reloadSound = GunConfiguration.RSOUND_REVOLVER;
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config.firingSound = "hbm:weapon.shottyShoot";
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config.animations.put(AnimType.CYCLE, new BusAnimation()
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.addBus("SHOTTY_RECOIL", new BusAnimationSequence()
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.addKeyframePosition(0.5, 0, 0, 50)
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.addKeyframePosition(0, 0, 0, 50)
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)
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.addBus("SHOTTY_BREAK", new BusAnimationSequence()
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.addKeyframePosition(0, 0, 0, 100) //do nothing for 100ms
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.addKeyframePosition(0, 0, 60, 200) //open
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.addKeyframePosition(0, 0, 60, 500) //do nothing for 500ms
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.addKeyframePosition(0, 0, 0, 200) //close
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)
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.addBus("SHOTTY_EJECT", new BusAnimationSequence()
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.addKeyframePosition(0, 0, 0, 300) //do nothing for 300ms
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.addKeyframePosition(1, 0, 0, 700) //fling!
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)
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.addBus("SHOTTY_INSERT", new BusAnimationSequence()
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.addKeyframePosition(0, 0, 0, 300) //do nothing for 300ms
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.addKeyframePosition(1, 0, 1, 0) //reposition
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.addKeyframePosition(1, 0, 0, 350) //come in from the side
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.addKeyframePosition(0, 0, 0, 150) //push
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)
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);
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config.loadAnimations = i -> {
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config.animations.put(AnimType.CYCLE, ResourceManager.supershotty_anim.get("Fire"));
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};
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config.name = "supershotty";
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config.manufacturer = EnumGunManufacturer.UAC;
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@ -849,6 +849,7 @@ public class ResourceManager {
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public static final HashMap<String, BusAnimation> novac_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/novac.json"));
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public static final HashMap<String, BusAnimation> ks23_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/ks23.json"));
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public static final HashMap<String, BusAnimation> spas_12_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/spas12.json"));
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public static final HashMap<String, BusAnimation> supershotty_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/supershotty.json"));
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public static final IModelCustom lance = new HFRWavefrontObject(new ResourceLocation(RefStrings.MODID, "models/weapons/lance.obj"));
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@ -14,6 +14,7 @@ import com.google.gson.JsonArray;
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import net.minecraft.client.Minecraft;
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import net.minecraft.util.ResourceLocation;
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import com.hbm.render.anim.BusAnimationKeyframe.InterpolationType;
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import com.hbm.render.anim.BusAnimationSequence.Dimension;
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public class AnimationLoader {
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@ -142,8 +143,9 @@ public class AnimationLoader {
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double value = array.get(0).getAsDouble();
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int duration = array.get(1).getAsInt();
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InterpolationType interpolation = array.size() >= 3 ? InterpolationType.valueOf(array.get(2).getAsString()) : InterpolationType.LINEAR;
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return new BusAnimationKeyframe(value, duration);
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return new BusAnimationKeyframe(value, duration, interpolation);
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}
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}
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@ -7,7 +7,7 @@ public class BusAnimationKeyframe {
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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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public static enum InterpolationType {
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NONE,
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CONSTANT,
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LINEAR
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}
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@ -91,11 +91,16 @@ public class BusAnimationSequence {
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continue;
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}
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if (currentFrame.interpolationType == InterpolationType.NONE || millis >= endTime) {
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if (millis >= endTime) {
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transform[i] = currentFrame.value;
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continue;
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}
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if (previousFrame != null && previousFrame.interpolationType == InterpolationType.CONSTANT) {
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transform[i] = previousFrame.value;
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continue;
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}
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double a = currentFrame.value;
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double b = previousFrame != null ? previousFrame.value : 0;
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double t = (double)(millis - startTime) / (double)currentFrame.duration;
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@ -5,6 +5,7 @@ import org.lwjgl.opengl.GL11;
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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.render.anim.HbmAnimations;
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import com.hbm.render.anim.HbmAnimations.Animation;
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import net.minecraft.client.Minecraft;
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import net.minecraft.entity.player.EntityPlayer;
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@ -41,10 +42,6 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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GL11.glDisable(GL11.GL_CULL_FACE);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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String barrel = "Body_Cube.008";
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String handle = "handle_Cylinder.005";
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String shells = "boolets_Cylinder.008";
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.shotty_tex);
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EntityPlayer player = Minecraft.getMinecraft().thePlayer;
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@ -52,70 +49,55 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double[] recoil = HbmAnimations.getRelevantTransformation("SHOTTY_RECOIL");
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double[] eject = HbmAnimations.getRelevantTransformation("SHOTTY_BREAK");
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double[] ejectShell = HbmAnimations.getRelevantTransformation("SHOTTY_EJECT");
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double[] insertShell = HbmAnimations.getRelevantTransformation("SHOTTY_INSERT");
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GL11.glScalef(0.5F, 0.5F, 0.5F);
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GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(-10F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(1.75F, -0.2F, -0.3F);
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if(player.isSneaking()) {
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GL11.glTranslatef(0F, 1.0F, -2.05F);
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GL11.glRotatef(3.5F, 0.0F, 1.0F, 0.0F);
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} else {
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GL11.glRotated(-eject[2] * 0.25, 0, 0, 1);
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}
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GL11.glRotatef(-95F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-2.0F, 0.5F, -2.0F);
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GL11.glTranslated(-recoil[0] * 2, 0, 0);
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GL11.glRotated(recoil[0] * 5, 0, 0, 1);
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GL11.glPushMatrix();
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GL11.glRotated(-eject[2] * 0.8, 0, 0, 1);
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ResourceManager.shotty.renderPart(barrel);
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HbmAnimations.applyRelevantTransformation("Body");
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ResourceManager.shotty.renderPart("Body");
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GL11.glPushMatrix();
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GL11.glRotated(ejectShell[0] * 90, 0, 0, 1);
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GL11.glTranslated(-ejectShell[0] * 10, 0, 0);
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ResourceManager.shotty.renderPart(shells);
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GL11.glPopMatrix();
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if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0) {
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HbmAnimations.applyRelevantTransformation("Barrel");
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ResourceManager.shotty.renderPart("Barrel");
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// If we've run out of ammo, stop drawing the shells after ejection has completed
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Animation anim = HbmAnimations.getRelevantAnim();
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int millis = anim != null ? (int)(System.currentTimeMillis() - anim.startMillis) : 0;
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if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0 || millis < 1000) {
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GL11.glPushMatrix();
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GL11.glTranslated(-insertShell[0], insertShell[2] * -2, insertShell[2] * -1);
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ResourceManager.shotty.renderPart(shells);
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HbmAnimations.applyRelevantTransformation("ShellL");
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ResourceManager.shotty.renderPart("ShellL");
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("ShellR");
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ResourceManager.shotty.renderPart("ShellR");
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GL11.glPopMatrix();
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}
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GL11.glPopMatrix();
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ResourceManager.shotty.renderPart(handle);
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break;
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case EQUIPPED:
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GL11.glRotatef(-80F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-170F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-10F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(10F, 1.0F, 0.0F, 0.0F);
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GL11.glRotatef(-10F, 1.0F, 0.0F, 0.0F);
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GL11.glRotatef(5F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(0.5F, 0.0F, -0.4F);
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GL11.glTranslatef(-0.4F, 0.0F, -0.5F);
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GL11.glScaled(0.35, 0.35, 0.35);
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ResourceManager.shotty.renderPart(handle);
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ResourceManager.shotty.renderPart(barrel);
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ResourceManager.shotty.renderPart("Body");
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ResourceManager.shotty.renderPart("Barrel");
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break;
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case ENTITY:
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GL11.glScaled(0.5, 0.5, 0.5);
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GL11.glTranslatef(-1.0F, 0.2F, 0.0F);
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ResourceManager.shotty.renderPart(handle);
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ResourceManager.shotty.renderPart(barrel);
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GL11.glTranslatef(0.0F, 0.2F, 0.0F);
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ResourceManager.shotty.renderPart("Body");
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ResourceManager.shotty.renderPart("Barrel");
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break;
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default: break;
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