Hbm-s-Nuclear-Tech-GIT/com/hbm/handler/GunConfiguration.java

90 lines
2.8 KiB
Java

package com.hbm.handler;
import java.util.List;
import com.hbm.render.misc.RenderScreenOverlay.Crosshair;
public class GunConfiguration {
/**
* alt function restrictions:
* alt can not be reloaded (reload type of 0, ammo cap of 0)
* alt cooldown and main cooldown are shared (alt cooldown will almoast always be greater or equal)
* alt is always the lower priority, mouse2 will be canceled then mouse1 is activated at the same time
* restrictions must be applied in gun's logic, mechanism may be dysfunctional if these rules are ignored
*/
//amount of ticks between each bullet
public int rateOfFire;
//amount of bullets fired per delay passed
public int roundsPerCycle;
//0 = normal, 1 = release, 2 = both
public int gunMode;
//0 = manual, 1 = automatic
public int firingMode;
//weapon won't fire after weapon breaks
public int durability;
//whether or not there is a reload delay animation
public boolean hasReloadAnim;
//whether or not there is a firing delay with animation
public boolean hasFiringAnim;
//whether there is a warmup duration for spinup
public boolean hasSpinup;
//whether there is a cooldown duration for spindown
public boolean hasSpindown;
//whether ot not to disable crosshais when sneaking
public boolean hasSights;
//how long the reload animation will play
//MUST BE GREATER THAN ZERO ! ! !
public int reloadDuration;
//duration of every animation cycle
public int firingDuration;
//sound path to the reload sound
public String reloadSound = "";
//sound path to the shooting sound
public String firingSound = "";
public float firingPitch = 1.0F;
//how much ammo the clip can hold, 0 if drawn from inventory
public int ammoCap;
//0 does not allow direct reload, 1 is full clip, 2 is single bullet
public int reloadType;
//whether or not the infinity enchantment should work
public boolean allowsInfinity;
public String name = "";
public String manufacturer = "";
//bullet configs for main and alt fire
public List<Integer> config;
//crosshair
public Crosshair crosshair;
public static final int MODE_NORMAL = 0;
public static final int MODE_RELEASE = 1;
public static final int MODE_BOTH = 1;
public static final int FIRE_MANUAL = 0;
public static final int FIRE_AUTO = 1;
public static final int RELOAD_NONE = 0;
public static final int RELOAD_FULL = 1;
public static final int RELOAD_SINGLE = 2;
public static final String RSOUND_REVOLVER = "hbm:weapon.revolverReload";
public static final String RSOUND_RIFLE = "";
public static final String RSOUND_MAG = "hbm:weapon.magReload";
public static final String RSOUND_SHOTGUN = "hbm:weapon.shotgunReload";
public static final String RSOUND_LAUNCHER = "hbm:weapon.rpgReload";
public static final String RSOUND_GRENADE = "hbm:weapon.hkReload";
public GunConfiguration silenced() {
this.firingSound = "hbm:weapon.silencerShoot";
return this;
}
}