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Aug 22nd, 2014
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  1. package com.tigerhix.up.core.gun;
  2.  
  3. import com.tigerhix.framework.lib.ParticleEffect.ParticleEffect;
  4. import com.tigerhix.framework.util.model.gun.enums.AmmunitionType;
  5. import com.tigerhix.framework.util.model.gun.particle.BlockCrackParticle;
  6. import com.tigerhix.framework.util.model.gun.particle.NormalParticle;
  7. import com.tigerhix.framework.util.model.gun.particle.ParticleStream;
  8. import com.tigerhix.framework.util.model.gun.set.ParameterSet;
  9. import com.tigerhix.framework.util.model.gun.set.ParticleSet;
  10. import com.tigerhix.framework.util.model.gun.set.SoundSet;
  11. import com.tigerhix.framework.util.model.gun.sound.Sound;
  12. import com.tigerhix.framework.util.model.gun.sound.SoundStream;
  13. import org.bukkit.Material;
  14.  
  15. import java.util.ArrayList;
  16.  
  17. import static org.bukkit.Sound.*;
  18.  
  19. public class M249 extends UPGun {
  20.  
  21. public M249() {
  22. super(
  23. new ParameterSet() {
  24. {
  25. gunMaterial = Material.DIAMOND_BARDING;
  26. ammoMaterial = Material.SEEDS;
  27. name = "&3&lM249";
  28. lore = new ArrayList<>();
  29.  
  30. incendiary = false;
  31.  
  32. magazineSize = 100;
  33. fireRate = 2;
  34. recoil = .12f;
  35. sneakRecoil = .06f;
  36. spread = .25f;
  37. sneakSpread = .15f;
  38.  
  39. ammunitionType = AmmunitionType.SNOWBALL;
  40. projectileAmount = 1;
  41. projectileDamage = 5;
  42. projectileSpeed = 5;
  43. projectileRemoval = 40;
  44.  
  45. reloadAmount = magazineSize;
  46. reloadDuration = 100;
  47.  
  48. burst = true;
  49. burstAmount = 2;
  50. burstFireRate = 3;
  51.  
  52. zoom = false;
  53.  
  54. rocketJump = false;
  55.  
  56. walkSpeed = 0.17f;
  57. }
  58. },
  59. new ParticleSet() {
  60. {
  61. muzzleFireParticles = new ParticleStream(new BlockCrackParticle(13, (byte) 0, 10), new NormalParticle(ParticleEffect.SMOKE, 1, 40));
  62. }
  63. },
  64. new SoundSet() {
  65. {
  66. fireSound = new SoundStream(new Sound(IRONGOLEM_HIT, 1, 2, 0), new Sound(SKELETON_HURT, 1, 2, 0), new Sound(ZOMBIE_WOOD, 1, 2, 0));
  67. reloadSound = new SoundStream(new Sound(SKELETON_IDLE, 1, 0, 0), new Sound(FIRE_IGNITE, 1, 1, 14), new Sound(DOOR_OPEN, 1, 2, 16), new Sound(FIRE_IGNITE, 1, 1, 86), new Sound(HURT_FLESH, 1, 0, 87), new Sound(DOOR_CLOSE, 1, 2, 88));
  68. }
  69. }
  70. );
  71. }
  72.  
  73. }
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