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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Improve SSG animations
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parent
211028b4ef
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@ -49,16 +49,20 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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boolean linear = false; // TODO: Config option
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String animSuffix = linear ? "Lame" : "";
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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(-95F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-2.0F, 0.5F, -2.0F);
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GL11.glTranslatef(-2.0F, 0.25F, -2.5F);
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HbmAnimations.applyRelevantTransformation("Body");
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HbmAnimations.applyRelevantTransformation("Body" + animSuffix);
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ResourceManager.shotty.renderPart("Body");
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HbmAnimations.applyRelevantTransformation("Barrel");
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HbmAnimations.applyRelevantTransformation("Barrel" + animSuffix);
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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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@ -67,12 +71,12 @@ public class ItemRenderWeaponShotty implements IItemRenderer {
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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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HbmAnimations.applyRelevantTransformation("ShellL");
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HbmAnimations.applyRelevantTransformation("ShellL" + animSuffix);
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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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HbmAnimations.applyRelevantTransformation("ShellR" + animSuffix);
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ResourceManager.shotty.renderPart("ShellR");
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GL11.glPopMatrix();
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}
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