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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@@ -1,6 +1,7 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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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.util.RayTracer;
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import electroblob.wizardry.util.SpellModifiers;
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@@ -8,7 +9,6 @@ import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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@@ -20,7 +20,7 @@ import net.minecraft.world.World;
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public class Blink extends Spell {
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public Blink(){
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super("blink", EnumAction.NONE, false);
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super("blink", SpellActions.POINT, false);
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addProperties(RANGE);
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}
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@@ -73,7 +73,6 @@ public class Blink extends Spell {
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if(!world.isRemote) caster.setPositionAndUpdate(pos.getX() + 0.5, pos.getY(), pos.getZ() + 0.5);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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caster.swingArm(hand);
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return true;
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}
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