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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@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryEnchantments;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.ParticleBuilder;
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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.enchantment.EnchantmentHelper;
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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.util.EnumHand;
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import net.minecraft.world.World;
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@@ -24,7 +24,7 @@ public class FreezingWeapon extends Spell {
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public static final String FREEZING_ARROW_NBT_KEY = "frostLevel";
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public FreezingWeapon(){
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super("freezing_weapon", EnumAction.BOW, false);
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super("freezing_weapon", SpellActions.IMBUE, false);
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addProperties(EFFECT_DURATION);
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}
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