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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@@ -5,6 +5,7 @@ import electroblob.wizardry.data.IVariable;
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import electroblob.wizardry.data.Persistence;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.ItemArtefact;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.ParticleBuilder;
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@@ -17,7 +18,6 @@ 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.entity.player.EntityPlayerMP;
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import net.minecraft.item.EnumAction;
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import net.minecraft.network.play.server.SPacketEntityVelocity;
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import net.minecraft.tileentity.TileEntityDispenser;
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import net.minecraft.util.EnumFacing;
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@@ -54,7 +54,7 @@ public class Grapple extends Spell {
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protected static final double PARTICLE_JITTER = 0.04;
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public Grapple(){
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super("grapple", EnumAction.NONE, true);
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super("grapple", SpellActions.GRAPPLE, true);
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addProperties(RANGE, EXTENSION_SPEED, REEL_SPEED);
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}
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