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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@@ -3,6 +3,7 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Settings;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.block.BlockCrystalOre;
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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.ParticleBuilder;
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import electroblob.wizardry.util.RelativeFacing;
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@@ -13,7 +14,6 @@ import net.minecraft.block.BlockOre;
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import net.minecraft.block.BlockRedstoneOre;
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import net.minecraft.entity.Entity;
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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.item.ItemStack;
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import net.minecraft.item.crafting.FurnaceRecipes;
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import net.minecraft.util.EnumFacing;
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@@ -22,7 +22,6 @@ import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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import org.apache.commons.lang3.tuple.Pair;
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import java.util.Arrays;
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import java.util.Comparator;
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@@ -33,7 +32,7 @@ public class Divination extends Spell {
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private static final float NUDGE_SPEED = 0.2f;
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public Divination(){
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super("divination", EnumAction.NONE, false);
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super("divination", SpellActions.THRUST, false);
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addProperties(RANGE);
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}
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