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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@@ -4,6 +4,7 @@ import electroblob.wizardry.data.IStoredVariable;
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import electroblob.wizardry.data.Persistence;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.ISpellCastingItem;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.misc.WizardryPathFinder;
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import electroblob.wizardry.packet.PacketClairvoyance;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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@@ -17,7 +18,6 @@ import net.minecraft.entity.SharedMonsterAttributes;
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import net.minecraft.entity.monster.EntityZombie;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemStack;
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import net.minecraft.pathfinding.Path;
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import net.minecraft.pathfinding.PathNodeType;
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@@ -41,7 +41,7 @@ public class Clairvoyance extends Spell {
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public static final IStoredVariable<Integer> DIMENSION_KEY = IStoredVariable.StoredVariable.ofInt("clairvoyanceDimension", Persistence.ALWAYS);
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public Clairvoyance(){
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super("clairvoyance", EnumAction.BOW, false);
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super("clairvoyance", SpellActions.POINT_UP, false);
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addProperties(RANGE, DURATION);
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WizardData.registerStoredVariables(LOCATION_KEY, DIMENSION_KEY);
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}
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