Added old-school animations for the super shotgun, including new CONSTANT keyframe loading

This commit is contained in:
George Paton 2024-02-18 17:28:53 +11:00
parent 9ff31388c8
commit d08d503178
11 changed files with 10636 additions and 10711 deletions

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@ -115,7 +115,7 @@ public class EntityBulletBaseNT extends EntityThrowableInterp implements IBullet
if(gun != null && gun.getItem() instanceof ItemGunBase) {
GunConfiguration cfg = ((ItemGunBase) gun.getItem()).mainConfig;
if(cfg != null && cfg.hasSights && entity.isSneaking()) {
if(cfg != null && (cfg.hasSights && entity.isSneaking()) || cfg.isCentered) {
offsetShot = false;
}
}

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@ -42,6 +42,8 @@ public class GunConfiguration implements Cloneable {
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;
//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 {
GunConfiguration config = new GunConfiguration();
config.rateOfFire = 20;
config.rateOfFire = 30;
config.roundsPerCycle = 2;
config.gunMode = GunConfiguration.MODE_NORMAL;
config.firingMode = GunConfiguration.FIRE_MANUAL;
@ -190,33 +190,14 @@ public class Gun12GaugeFactory {
config.durability = 3000;
config.reloadType = GunConfiguration.RELOAD_NONE;
config.allowsInfinity = true;
config.hasSights = true;
config.isCentered = true;
config.crosshair = Crosshair.L_CIRCLE;
config.reloadSound = GunConfiguration.RSOUND_REVOLVER;
config.firingSound = "hbm:weapon.shottyShoot";
config.animations.put(AnimType.CYCLE, new BusAnimation()
.addBus("SHOTTY_RECOIL", new BusAnimationSequence()
.addKeyframePosition(0.5, 0, 0, 50)
.addKeyframePosition(0, 0, 0, 50)
)
.addBus("SHOTTY_BREAK", new BusAnimationSequence()
.addKeyframePosition(0, 0, 0, 100) //do nothing for 100ms
.addKeyframePosition(0, 0, 60, 200) //open
.addKeyframePosition(0, 0, 60, 500) //do nothing for 500ms
.addKeyframePosition(0, 0, 0, 200) //close
)
.addBus("SHOTTY_EJECT", new BusAnimationSequence()
.addKeyframePosition(0, 0, 0, 300) //do nothing for 300ms
.addKeyframePosition(1, 0, 0, 700) //fling!
)
.addBus("SHOTTY_INSERT", new BusAnimationSequence()
.addKeyframePosition(0, 0, 0, 300) //do nothing for 300ms
.addKeyframePosition(1, 0, 1, 0) //reposition
.addKeyframePosition(1, 0, 0, 350) //come in from the side
.addKeyframePosition(0, 0, 0, 150) //push
)
);
config.loadAnimations = i -> {
config.animations.put(AnimType.CYCLE, ResourceManager.supershotty_anim.get("Fire"));
};
config.name = "supershotty";
config.manufacturer = EnumGunManufacturer.UAC;

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@ -849,6 +849,7 @@ public class ResourceManager {
public static final HashMap<String, BusAnimation> novac_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/novac.json"));
public static final HashMap<String, BusAnimation> ks23_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/ks23.json"));
public static final HashMap<String, BusAnimation> spas_12_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/spas12.json"));
public static final HashMap<String, BusAnimation> supershotty_anim = AnimationLoader.load(new ResourceLocation(RefStrings.MODID, "models/weapons/animations/supershotty.json"));
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;
import net.minecraft.client.Minecraft;
import net.minecraft.util.ResourceLocation;
import com.hbm.render.anim.BusAnimationKeyframe.InterpolationType;
import com.hbm.render.anim.BusAnimationSequence.Dimension;
public class AnimationLoader {
@ -142,8 +143,9 @@ public class AnimationLoader {
double value = array.get(0).getAsDouble();
int duration = array.get(1).getAsInt();
InterpolationType interpolation = array.size() >= 3 ? InterpolationType.valueOf(array.get(2).getAsString()) : InterpolationType.LINEAR;
return new BusAnimationKeyframe(value, duration);
return new BusAnimationKeyframe(value, duration, interpolation);
}
}

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@ -7,7 +7,7 @@ public class BusAnimationKeyframe {
//it's an enum so stuff like accelerated animations between just
//two frames could be implemented
public static enum InterpolationType {
NONE,
CONSTANT,
LINEAR
}

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@ -91,11 +91,16 @@ public class BusAnimationSequence {
continue;
}
if (currentFrame.interpolationType == InterpolationType.NONE || millis >= endTime) {
if (millis >= endTime) {
transform[i] = currentFrame.value;
continue;
}
if (previousFrame != null && previousFrame.interpolationType == InterpolationType.CONSTANT) {
transform[i] = previousFrame.value;
continue;
}
double a = currentFrame.value;
double b = previousFrame != null ? previousFrame.value : 0;
double t = (double)(millis - startTime) / (double)currentFrame.duration;

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@ -5,6 +5,7 @@ import org.lwjgl.opengl.GL11;
import com.hbm.items.weapon.ItemGunBase;
import com.hbm.main.ResourceManager;
import com.hbm.render.anim.HbmAnimations;
import com.hbm.render.anim.HbmAnimations.Animation;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
@ -41,10 +42,6 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_SMOOTH);
String barrel = "Body_Cube.008";
String handle = "handle_Cylinder.005";
String shells = "boolets_Cylinder.008";
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.shotty_tex);
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
@ -52,70 +49,55 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
switch(type) {
case EQUIPPED_FIRST_PERSON:
double[] recoil = HbmAnimations.getRelevantTransformation("SHOTTY_RECOIL");
double[] eject = HbmAnimations.getRelevantTransformation("SHOTTY_BREAK");
double[] ejectShell = HbmAnimations.getRelevantTransformation("SHOTTY_EJECT");
double[] insertShell = HbmAnimations.getRelevantTransformation("SHOTTY_INSERT");
GL11.glScalef(0.5F, 0.5F, 0.5F);
GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(-10F, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(1.75F, -0.2F, -0.3F);
if(player.isSneaking()) {
GL11.glTranslatef(0F, 1.0F, -2.05F);
GL11.glRotatef(3.5F, 0.0F, 1.0F, 0.0F);
} else {
GL11.glRotated(-eject[2] * 0.25, 0, 0, 1);
}
GL11.glRotatef(-95F, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(-2.0F, 0.5F, -2.0F);
GL11.glTranslated(-recoil[0] * 2, 0, 0);
GL11.glRotated(recoil[0] * 5, 0, 0, 1);
GL11.glPushMatrix();
GL11.glRotated(-eject[2] * 0.8, 0, 0, 1);
ResourceManager.shotty.renderPart(barrel);
HbmAnimations.applyRelevantTransformation("Body");
ResourceManager.shotty.renderPart("Body");
GL11.glPushMatrix();
GL11.glRotated(ejectShell[0] * 90, 0, 0, 1);
GL11.glTranslated(-ejectShell[0] * 10, 0, 0);
ResourceManager.shotty.renderPart(shells);
GL11.glPopMatrix();
if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0) {
HbmAnimations.applyRelevantTransformation("Barrel");
ResourceManager.shotty.renderPart("Barrel");
// If we've run out of ammo, stop drawing the shells after ejection has completed
Animation anim = HbmAnimations.getRelevantAnim();
int millis = anim != null ? (int)(System.currentTimeMillis() - anim.startMillis) : 0;
if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0 || millis < 1000) {
GL11.glPushMatrix();
GL11.glTranslated(-insertShell[0], insertShell[2] * -2, insertShell[2] * -1);
ResourceManager.shotty.renderPart(shells);
HbmAnimations.applyRelevantTransformation("ShellL");
ResourceManager.shotty.renderPart("ShellL");
GL11.glPopMatrix();
GL11.glPushMatrix();
HbmAnimations.applyRelevantTransformation("ShellR");
ResourceManager.shotty.renderPart("ShellR");
GL11.glPopMatrix();
}
GL11.glPopMatrix();
ResourceManager.shotty.renderPart(handle);
break;
case EQUIPPED:
GL11.glRotatef(-80F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-170F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-10F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(10F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(-10F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(5F, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(0.5F, 0.0F, -0.4F);
GL11.glTranslatef(-0.4F, 0.0F, -0.5F);
GL11.glScaled(0.35, 0.35, 0.35);
ResourceManager.shotty.renderPart(handle);
ResourceManager.shotty.renderPart(barrel);
ResourceManager.shotty.renderPart("Body");
ResourceManager.shotty.renderPart("Barrel");
break;
case ENTITY:
GL11.glScaled(0.5, 0.5, 0.5);
GL11.glTranslatef(-1.0F, 0.2F, 0.0F);
ResourceManager.shotty.renderPart(handle);
ResourceManager.shotty.renderPart(barrel);
GL11.glTranslatef(0.0F, 0.2F, 0.0F);
ResourceManager.shotty.renderPart("Body");
ResourceManager.shotty.renderPart("Barrel");
break;
default: break;

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