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.block.BlockThorns;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryBlocks;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.tileentity.TileEntityPlayerSaveTimed;
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@@ -9,7 +10,6 @@ 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.tileentity.TileEntity;
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import net.minecraft.tileentity.TileEntityDispenser;
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import net.minecraft.util.EnumFacing;
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@@ -25,7 +25,7 @@ import java.util.List;
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public class ForestOfThorns extends Spell {
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public ForestOfThorns(){
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super("forest_of_thorns", EnumAction.BOW, false);
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super("forest_of_thorns", SpellActions.SUMMON, false);
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addProperties(EFFECT_RADIUS, DURATION, DAMAGE);
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}
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