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:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -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;