Spell HUD rewrite and retexturing:
- Replaces the old hardcoded drawing methods with a new json-based system with support for multiple inbuilt and resource pack-defined skins. - Adds a config option for choosing the spell HUD skin, along with a custom config GUI screen allowing the user to select from a list of available skins with a preview of the currently selected skin. - Replaces the HUD texture file with a spell_hud subfolder, containing all the necessary textures and json files for the 12 inbuilt skins. - Adds a subtle sound effect and scroling animation when switching spells - Reorganises the control event code into a single handler class and converts this class and the spell HUD class to static event handlers. - Fixes the HUD position option which got broken in the previous spell HUD commit
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@@ -120,6 +120,8 @@ public class Wizardry {
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public void preInit(FMLPreInitializationEvent event){
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logger = event.getModLog();
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proxy.registerResourceReloadListener();
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settings.initConfig(event);
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@@ -162,9 +164,7 @@ public class Wizardry {
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// Event Handlers
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GameRegistry.registerWorldGenerator(generator, 0);
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MinecraftForge.EVENT_BUS.register(new WizardryKeyHandler());
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MinecraftForge.EVENT_BUS.register(instance);
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proxy.registerSpellHUD(); // This can't easily be converted to use the new @Mod.EventBusSubscriber system
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NetworkRegistry.INSTANCE.registerGuiHandler(this, new WizardryGuiHandler());
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WizardryPacketHandler.initPackets();
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