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
This commit is contained in:
@@ -2,6 +2,7 @@
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.entity.construct.EntityEarthquake;
|
||||
import electroblob.wizardry.item.SpellActions;
|
||||
import electroblob.wizardry.registry.WizardryItems;
|
||||
import electroblob.wizardry.util.SpellModifiers;
|
||||
import electroblob.wizardry.util.WizardryUtilities;
|
||||
@@ -9,7 +10,6 @@
|
||||
import net.minecraft.block.state.IBlockState;
|
||||
import net.minecraft.entity.EntityLivingBase;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.item.EnumAction;
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.EnumParticleTypes;
|
||||
import net.minecraft.world.World;
|
||||
@@ -19,7 +19,7 @@
|
||||
public static final String SPREAD_SPEED = "spread_speed";
|
||||
|
||||
public Earthquake(){
|
||||
super("earthquake", EnumAction.NONE, EntityEarthquake::new, true);
|
||||
super("earthquake", SpellActions.POINT_DOWN, EntityEarthquake::new, true);
|
||||
this.soundValues(2, 1, 0);
|
||||
this.overlap(true);
|
||||
this.floor(true);
|
||||
|
||||
Reference in New Issue
Block a user