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 ModelAK47 extends ModelGun
{
public ModelAK47()
{
int textureX = 64;
int textureY = 16;
gunModel = new ModelRendererTurbo[4];
gunModel[0] = new ModelRendererTurbo(this, 0, 0, textureX, textureY);
gunModel[0].addBox(-4F, 2F, -1F, 12, 3, 2);
gunModel[1] = new ModelRendererTurbo(this, 0, 5, textureX, textureY);
gunModel[1].addBox(-0F, -2F, -1F, 2, 4, 2);
gunModel[2] = new ModelRendererTurbo(this, 8, 5, textureX, textureY);
gunModel[2].addBox(6.9F, 4.2F, -0.5F, 1, 1, 1);
gunModel[3] = new ModelRendererTurbo(this, 0, 12, textureX, textureY);
gunModel[3].addBox(8F, 2.25F, -1F, 6, 2, 2);
//Scope
scopeAttachPoint = new Vector3f(4F / 16F, 5F / 16F, 0F);
//Stock
defaultStockModel = new ModelRendererTurbo[2];
defaultStockModel[0] = new ModelRendererTurbo(this, 8, 7, textureX, textureY);
defaultStockModel[0].addBox(-7F, 1F, -1F, 3, 3, 2);
defaultStockModel[1] = new ModelRendererTurbo(this, 18, 7, textureX, textureY);
defaultStockModel[1].addBox(-10F, 0F, -1F, 3, 3, 2);
stockAttachPoint = new Vector3f(-4F / 16F, 3.5F / 16F, 0F);
//Barrel
defaultBarrelModel = new ModelRendererTurbo[2];
defaultBarrelModel[0] = new ModelRendererTurbo(this, 30, 14, textureX, textureY);
defaultBarrelModel[0].addBox(14F, 2.5F, -0.5F, 3, 1, 1);
defaultBarrelModel[1] = new ModelRendererTurbo(this, 16, 12, textureX, textureY);
defaultBarrelModel[1].addBox(17F, 2.5F, -0.5F, 1, 2, 1);
barrelAttachPoint = new Vector3f(14F / 16F, 3.25F / 16F, 0F);
//Ammo
ammoModel = new ModelRendererTurbo[3];
ammoModel[0] = new ModelRendererTurbo(this, 28, 0, textureX, textureY);
ammoModel[0].addBox(4F, -2F, -1F, 3, 4, 2);
ammoModel[1] = new ModelRendererTurbo(this, 20, 12, textureX, textureY);
ammoModel[1].addBox(5F, -4F, -1F, 3, 2, 2);
ammoModel[2] = new ModelRendererTurbo(this, 28, 7, textureX, textureY);
ammoModel[2].addBox(6F, -5F, -1F, 2, 1, 2);
gunSlideDistance = 0.5F;
animationType = EnumAnimationType.BOTTOM_CLIP;
}
}