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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@@ -1,12 +1,12 @@
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package electroblob.wizardry.spell;
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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.WizardryItems;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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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.util.EnumHand;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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@@ -18,7 +18,7 @@ public class InvokeWeather extends Spell {
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public static final String THUNDERSTORM_CHANCE = "thunderstorm_chance";
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public InvokeWeather(){
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super("invoke_weather", EnumAction.BOW, false);
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super("invoke_weather", SpellActions.POINT_UP, false);
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addProperties(THUNDERSTORM_CHANCE);
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soundValues(0.5f, 1, 0);
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}
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