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
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@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.event.SpellCastEvent;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.util.ParticleBuilder;
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@@ -11,7 +12,6 @@ import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.monster.EntitySpellcasterIllager;
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import net.minecraft.item.EnumAction;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.BlockPos;
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@@ -35,7 +35,7 @@ public class ArcaneJammer extends SpellRay {
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}
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public ArcaneJammer(){
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super("arcane_jammer", false, EnumAction.NONE);
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super("arcane_jammer", false, SpellActions.POINT);
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this.soundValues(0.7f, 1, 0.4f);
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this.addProperties(EFFECT_DURATION);
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}
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