Add player animation system!
- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them - Is compatible with pretty much everything, yay (even modded armour!) - Adds property overrides to ItemWand so that gets animated too - Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models - Tweaks particles and ray spells so they line up with the end of the newly-animated wand - Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
This commit is contained in:
@@ -44,6 +44,8 @@ public class CommonProxy {
|
||||
|
||||
public void initialiseLayers(){}
|
||||
|
||||
public void initialiseAnimations(){}
|
||||
|
||||
public void registerKeyBindings(){}
|
||||
|
||||
public net.minecraft.client.model.ModelBiped getWizardArmourModel(){
|
||||
@@ -266,6 +268,14 @@ public class CommonProxy {
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if the game is being viewed from the perspective of the given entity and is set to first-person
|
||||
* view. Always returns false on the server side.
|
||||
*/
|
||||
public boolean isFirstPerson(Entity entity){
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Returns an unmodifiable set of the string keys for all of the loaded spell HUD skins. */
|
||||
public Set<String> getSpellHUDSkins(){
|
||||
return null;
|
||||
|
||||
Reference in New Issue
Block a user