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.event.SpellCastEvent;
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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.registry.WizardryPotions;
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import electroblob.wizardry.util.AllyDesignationSystem;
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@@ -9,7 +10,6 @@ import electroblob.wizardry.util.ParticleBuilder.Type;
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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.player.EntityPlayer;
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import net.minecraft.item.EnumAction;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.math.MathHelper;
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@@ -22,7 +22,7 @@ import java.util.List;
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public class FontOfMana extends Spell {
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public FontOfMana(){
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super("font_of_mana", EnumAction.BOW, false);
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super("font_of_mana", SpellActions.POINT_UP, false);
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this.soundValues(0.7f, 1.2f, 0.4f);
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addProperties(EFFECT_RADIUS, EFFECT_DURATION, EFFECT_STRENGTH);
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}
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