package com.flansmod.client.model.mw;
import com.flansmod.client.model.EnumAnimationType;
import com.flansmod.client.model.ModelGun;
import com.flansmod.client.tmt.ModelRendererTurbo;
import com.flansmod.common.vector.Vector3f;
public class ModelM40A3 extends ModelGun
{
public ModelM40A3()
{
int textureX = 64;
int textureY = 16;
gunModel = new ModelRendererTurbo[3];
gunModel[0] = new ModelRendererTurbo(this, 0, 0, textureX, textureY);
gunModel[0].addBox(1F, 1.5F, -0.5F, 16, 1, 1);
gunModel[1] = new ModelRendererTurbo(this, 0, 2, textureX, textureY);
gunModel[1].addBox(-1F, 0F, -1F, 13, 2, 2);
gunModel[2] = new ModelRendererTurbo(this, 0, 6, textureX, textureY);
gunModel[2].addBox(10F, -1F, -1F, 4, 1, 2);
//Scope
defaultScopeModel = new ModelRendererTurbo[5];
defaultScopeModel[0] = new ModelRendererTurbo(this, 0, 9, textureX, textureY);
defaultScopeModel[0].addBox(-1F, 4F, -1F, 2, 2, 2);
defaultScopeModel[1] = new ModelRendererTurbo(this, 0, 13, textureX, textureY);
defaultScopeModel[1].addBox(1F, 4.5F, -0.5F, 3, 1, 1);
defaultScopeModel[2] = new ModelRendererTurbo(this, 8, 9, textureX, textureY);
defaultScopeModel[2].addBox(4F, 4F, -1F, 3, 2, 2);
defaultScopeModel[3] = new ModelRendererTurbo(this, 8, 13, textureX, textureY);
defaultScopeModel[3].addBox(1F, 2.5F, -0.5F, 1, 2, 1);
defaultScopeModel[4] = new ModelRendererTurbo(this, 12, 13, textureX, textureY);
defaultScopeModel[4].addBox(3F, 2.5F, -0.5F, 1, 2, 1);
scopeAttachPoint = new Vector3f(3F / 16F, 5F / 16F, 0F);
//Barrel
barrelAttachPoint = new Vector3f(17F / 16F, 7.0F / 16F, 0F);
//Stock
defaultStockModel = new ModelRendererTurbo[2];
defaultStockModel[0] = new ModelRendererTurbo(this, 16, 6, textureX, textureY);
defaultStockModel[0].addBox(-3F, -2F, -1F, 3, 2, 2);
defaultStockModel[1] = new ModelRendererTurbo(this, 18, 10, textureX, textureY);
defaultStockModel[1].addBox(-9F, -2F, -1F, 6, 4, 2);
stockAttachPoint = new Vector3f(-1F / 16F, 1F / 16F, 0F);
//Ammo
ammoModel = new ModelRendererTurbo[1];
ammoModel[0] = new ModelRendererTurbo(this, 26, 6, textureX, textureY);
ammoModel[0].addBox(1F, 0.5F, -0.5F, 3, 1, 1);
translateAll(0, 2.5F, 0);
gunSlideDistance = 0.5F;
animationType = EnumAnimationType.RIFLE;
numBulletsInReloadAnimation = 5;
tiltGunTime = 0.279F;
unloadClipTime = 0.0F;
loadClipTime = 0.558F;
untiltGunTime = 0.163F;
}
}