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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@@ -1,13 +1,13 @@
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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.WizardryBlocks;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.tileentity.TileEntityTimer;
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import electroblob.wizardry.util.RayTracer;
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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.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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@@ -16,7 +16,7 @@ import net.minecraft.world.World;
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public class Light extends Spell {
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public Light(){
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super("light", EnumAction.NONE, false);
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super("light", SpellActions.POINT, false);
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addProperties(RANGE, DURATION);
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}
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@@ -47,7 +47,6 @@ public class Light extends Spell {
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}
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}
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caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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@@ -68,7 +67,7 @@ public class Light extends Spell {
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((TileEntityTimer)world.getTileEntity(pos)).setLifetime(lifetime);
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}
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}
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caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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