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; } }