added jar of winds model and musked model

stable-5.1
Richard Gerum 2010-02-20 23:54:17 +01:00
parent d79394d91f
commit 5275f1f63d
9 changed files with 2082 additions and 1 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,23 @@
material WindJar
{
receive_shadows on
technique
{
pass
{
cull_hardware none
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.640000 0.640000 0.640000 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture WindJar.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}

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@ -16,10 +16,17 @@ local MaxCap;
local yOffset;
local iBarrel;
local JarTrans;
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryTransform(clonk) { return JarTrans; } // TODO change when ck has fixed the bug
public func GetCarryPhase() { return 600; }
protected func Initialize()
{
MaxCap=50; //Changes duration and power of the Jar
SetR(-45);
JarTrans = Trans_Translate(-1500,2000,0);
}
protected func HoldingEnabled() { return true; }
@ -32,6 +39,9 @@ protected func ControlUseStart(object pClonk, ix, iy)
public func ControlUseHolding(object pClonk, ix, iy)
{
JarTrans = Trans_Mul(Trans_Translate(-1500,2000,0), Trans_Rotate(Angle(0,0,ix,iy)*(-1+2*pClonk->GetDir()),0,0,1));
// TODO a bit hacky, but i fear using animations here also leads to the bug like the musket and co. So I'll make the animation when the bug is fixed
pClonk->UpdateAttach();
//Angle Finder
if(GBackSolid()) return -1;
if(GBackLiquid()) return -1;
@ -70,7 +80,7 @@ public func ControlUseHolding(object pClonk, ix, iy)
protected func ControlUseStop(object pClonk, ix, iy)
{
JarTrans = Trans_Translate(-1500,2000,0);
if(Amount>(MaxCap/5)) //can fire, enough air in?
{
// Fire
@ -156,6 +166,8 @@ private func FireWeapon(object pClonk,iX,iY)
func Definition(def) {
SetProperty("Name", "$Name$", def);
SetProperty("PerspectiveR", 9000, def);
}
//enemys are pushed back

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@ -0,0 +1,12 @@
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<bones>
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<axis x="1.000000" y="0.000000" z="0.000000"/>
</rotation>
</bone>
</bones>
<bonehierarchy>
</bonehierarchy>
</skeleton>

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</submesh>
</submeshes>
<skeletonlink name="Musket.skeleton"/>
</mesh>

View File

@ -0,0 +1,12 @@
<skeleton>
<bones>
<bone id="0" name="main">
<position x="0.000000" y="5.000000" z="0.000000"/>
<rotation angle="3.141593">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotation>
</bone>
</bones>
<bonehierarchy>
</bonehierarchy>
</skeleton>

View File

@ -0,0 +1,22 @@
material Musket
{
receive_shadows on
technique
{
pass
{
cull_hardware none
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.702745 0.702745 0.702745 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture musket.png
tex_address_mode wrap
filtering trilinear
}
}
}
}

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Width:  |  Height:  |  Size: 46 KiB