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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@@ -1,6 +1,7 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.entity.construct.EntityBubble;
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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.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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@@ -10,7 +11,6 @@ import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.util.math.BlockPos;
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@@ -22,7 +22,7 @@ public class Entrapment extends SpellRay {
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public static final String DAMAGE_INTERVAL = "damage_interval";
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public Entrapment(){
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super("entrapment", false, EnumAction.NONE);
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super("entrapment", false, SpellActions.POINT);
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this.soundValues(1, 0.85f, 0.3f);
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addProperties(EFFECT_DURATION, DAMAGE_INTERVAL);
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}
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