mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
The new guns got added as well as some issues that I missed in the previous PRs got fixed too. More detail in the actual PR summary.
131 lines
3.9 KiB
Java
131 lines
3.9 KiB
Java
package com.hbm.render.item.weapon;
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import org.lwjgl.opengl.GL11;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.anim.HbmAnimations;
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import net.minecraft.client.Minecraft;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.client.IItemRenderer;
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public class ItemRenderLunaticSniper implements IItemRenderer
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{
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public ItemRenderLunaticSniper() {}
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@Override
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public boolean handleRenderType(ItemStack item, ItemRenderType type)
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{
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switch (type)
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{
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case EQUIPPED:
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case EQUIPPED_FIRST_PERSON:
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case ENTITY:
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case INVENTORY:
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return true;
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default:
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return false;
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}
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}
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@Override
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public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper)
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{
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return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_BOBBING || helper == ItemRendererHelper.ENTITY_ROTATION);
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}
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static final String slide = "Slide_Cube.020_Cube.007";
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static final String everythingElse = "Full_Cylinder.007";
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static final String spentShell = "Spent_Casing_Casing";
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static final String fullRound = "Full_Round_Bullet";
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static final float scale1 = 0.2F;
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static final float scale2 = 0.15F;
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static final float scale3 = 0.3F;
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static final float scale4 = 0.8F;
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@Override
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public void renderItem(ItemRenderType type, ItemStack item, Object... data)
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{
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GL11.glPushMatrix();
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double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
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double[] eject = HbmAnimations.getRelevantTransformation("EJECT");
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double[] tilt = HbmAnimations.getRelevantTransformation("TILT");
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// double[] insert = HbmAnimations.getRelevantTransformation("INSERT_ROUND");
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.lunatic_sniper_tex);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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switch (type)
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{
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case EQUIPPED_FIRST_PERSON:// In hand from POV
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GL11.glRotatef(90F, 1F, 0F, 0F);
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GL11.glRotatef(-58.5F, 0F, 1F, 0F);
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GL11.glRotatef(90F, 0F, 0F, 1F);
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GL11.glTranslatef(-0.5F, -0.15F, 0F);
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GL11.glScalef(scale1, scale1, scale1);
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/// Begin animations ///
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// Move on recoil
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GL11.glTranslated(0, 0, recoil[1] * 10);
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GL11.glRotated(recoil[0] * 10, 0, 0, 1);
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// Move on reload
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GL11.glPushMatrix();
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GL11.glRotated(tilt[0] * 2, 0, 0, 1);
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GL11.glRotated(-tilt[1] * 2, 0, 1, 0);
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GL11.glTranslated(0, 0, -tilt[1] / 8);
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ResourceManager.lunatic_sniper.renderPart(everythingElse);
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GL11.glPopMatrix();
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// Release slide
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GL11.glPushMatrix();
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GL11.glRotated(tilt[0] * 2, 0, 0, 1);
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GL11.glRotated(-tilt[1] * 2, 0, 1, 0);
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GL11.glTranslated(0, 0, -tilt[2] * 15);
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ResourceManager.lunatic_sniper.renderPart(slide);
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GL11.glPopMatrix();
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// Drop in new round
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GL11.glPushMatrix();
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GL11.glRotated(tilt[0], 0, 0, 1);
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GL11.glTranslated(0, tilt[1], tilt[2]);
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ResourceManager.lunatic_sniper.renderPart(fullRound);
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GL11.glPopMatrix();
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// Eject casing
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GL11.glPushMatrix();
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GL11.glTranslated(0, 2, 0);//FIXME Where on earth is it?!
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ResourceManager.lunatic_sniper.renderPart(spentShell);
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GL11.glPopMatrix();
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break;
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case EQUIPPED:// In hand from other's POV
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GL11.glRotatef(90F, 1F, 0F, 0F);
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GL11.glRotatef(-50F, 0F, 1F, 0F);
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GL11.glRotatef(90F, 0F, 0F, 1F);
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GL11.glTranslatef(0F, -0.25F, -0.76F);
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GL11.glScalef(scale2 - scale2 * 2, scale2, scale2);
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GL11.glPushMatrix();
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GL11.glTranslated(eject[0] / 2, 0, -5);
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ResourceManager.lunatic_sniper.renderPart(spentShell);
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GL11.glPopMatrix();
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break;
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case ENTITY:// Dropped item
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GL11.glScalef(scale3, scale3, scale3);
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break;
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case INVENTORY:
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GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
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GL11.glRotatef(132F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F);
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GL11.glTranslatef(0.0F, -2F, 15F);
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GL11.glScalef(scale4, scale4, scale4);
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break;
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default:
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break;
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}
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if (type != ItemRenderType.EQUIPPED_FIRST_PERSON)
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ResourceManager.lunatic_sniper.renderAllExcept(fullRound, spentShell);
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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}
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}
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