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.integration.DamageSafetyChecker;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.*;
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@@ -12,7 +13,6 @@ import net.minecraft.entity.Entity;
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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.nbt.NBTTagList;
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import net.minecraft.nbt.NBTUtil;
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import net.minecraft.potion.PotionEffect;
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@@ -42,7 +42,7 @@ public class CurseOfSoulbinding extends SpellRay {
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Persistence.DIMENSION_CHANGE);
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public CurseOfSoulbinding(){
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super("curse_of_soulbinding", false, EnumAction.NONE);
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super("curse_of_soulbinding", false, SpellActions.POINT);
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this.soundValues(1, 1.1f, 0.2f);
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WizardData.registerStoredVariables(TARGETS_KEY);
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}
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