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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@@ -1,12 +1,12 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.entity.living.EntityDecoy;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.util.SpellModifiers;
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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.EnumHand;
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import net.minecraft.world.World;
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@@ -16,7 +16,7 @@ public class Decoy extends Spell {
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public static final String MOB_TRICK_CHANCE = "mob_trick_chance";
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public Decoy(){
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super("decoy", EnumAction.BOW, false);
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super("decoy", SpellActions.SUMMON, false);
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this.soundValues(1, 0.9f, 0.2f);
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addProperties(DECOY_LIFETIME, MOB_TRICK_CHANCE);
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}
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