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

89 lines
2.5 KiB
Java

package com.hbm.handler;
import java.util.List;
import net.minecraft.item.Item;
import net.minecraft.potion.PotionEffect;
public class BulletConfiguration {
//what item this specific configuration consumes
public Item ammo;
//how fast the bullet is (in sanics per second, or sps)
public float velocity;
//spread of bullets in gaussian range
public float spread;
//weapon durability reduced (centered around 10)
public int wear;
//greatest amount of pellets created each shot
public int bulletsMin;
//least amount of pellets created each shot
public int bulletsMax;
//damage bounds
public float dmgMin;
public float dmgMax;
//acceleration torwards neg Y
public double gravity;
//max age in ticks before despawning
public int maxAge;
//whether the projectile should be able to bounce off of blocks
public boolean doesRicochet;
//the maximum angle at which the projectile should bounce
public double ricochetAngle;
//lower bound ricochet chance (below R angle)
public int LBRC;
//higher bound ricochet chance (above R angle)
public int HBRC;
//how much of the initial velocity is kept after bouncing
public double bounceMod;
//whether or not the bullet should penetrate mobs
public boolean doesPenetrate;
//whether or not the bullet should phase through blocks
public boolean isSpectral;
//whether or not the bullet should break glass
public boolean doesBreakGlass;
//bullet effects
public List<PotionEffect> effects;
public int incendiary;
public int emp;
public float explosive;
public int rainbow;
public int nuke;
public int shrapnel;
public int chlorine;
public boolean boxcar;
public boolean boat;
public boolean destroysBlocks;
public boolean instakill;
//appearance
public int style;
//additional appearance data, i.e. particle effects
public int trail;
//ricochet sound type
public int plink;
public static final int STYLE_NORMAL = 0;
public static final int STYLE_FLECHETTE = 1;
public static final int STYLE_PELLET = 2;
public static final int STYLE_BOLT = 3;
public static final int STYLE_FOLLY = 4;
public static final int STYLE_ROCKET = 5;
public static final int STYLE_STINGER = 6;
public static final int STYLE_NUKE = 7;
public static final int STYLE_MIRV = 8;
public static final int STYLE_GRENADE = 9;
public static final int PLINK_NONE = 0;
public static final int PLINK_BULLET = 1;
public static final int PLINK_GRENADE = 2;
public static final int PLINK_ENERGY = 3;
public static final int PLINK_SING = 4;
}