Add imbuement altar
- Adds imbuement altar block and associated tile entity - Adds basic functionality for imbuing wizard armour (other stuff to be decided) - Incorporates imbuement altar into glowing overlay model event (this could do with being tidied up and generalised) - Adds a TESR for the ray effect (based on some of the oldest code in the entire mod, which definitely needs improving!) - Adds a simple sound effect for the imbuement process, needs upgrading to a ticked sound later
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@@ -20,10 +20,7 @@ import electroblob.wizardry.client.particle.ParticleWizardry.IWizardryParticleFa
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import electroblob.wizardry.client.renderer.entity.*;
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import electroblob.wizardry.client.renderer.entity.layers.*;
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import electroblob.wizardry.client.renderer.overlay.RenderBlinkEffect;
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import electroblob.wizardry.client.renderer.tileentity.RenderArcaneWorkbench;
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import electroblob.wizardry.client.renderer.tileentity.RenderLectern;
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import electroblob.wizardry.client.renderer.tileentity.RenderMagicLight;
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import electroblob.wizardry.client.renderer.tileentity.RenderStatue;
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import electroblob.wizardry.client.renderer.tileentity.*;
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import electroblob.wizardry.command.SpellEmitter;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.data.DispenserCastingData;
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@@ -848,6 +845,7 @@ public class ClientProxy extends CommonProxy {
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ClientRegistry.bindTileEntitySpecialRenderer(TileEntityStatue.class, renderStatue = new RenderStatue());
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ClientRegistry.bindTileEntitySpecialRenderer(TileEntityMagicLight.class, new RenderMagicLight());
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ClientRegistry.bindTileEntitySpecialRenderer(TileEntityLectern.class, new RenderLectern());
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ClientRegistry.bindTileEntitySpecialRenderer(TileEntityImbuementAltar.class, new RenderImbuementAltar());
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}
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}
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