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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@@ -1,5 +1,6 @@
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package electroblob.wizardry.spell;
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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.*;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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@@ -7,7 +8,6 @@ import electroblob.wizardry.util.ParticleBuilder.Type;
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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.util.EnumHand;
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import net.minecraft.util.SoundEvent;
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@@ -21,7 +21,7 @@ public class LightningPulse extends Spell {
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public static final String REPULSION_VELOCITY = "repulsion_velocity";
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public LightningPulse(){
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super("lightning_pulse", EnumAction.NONE, false);
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super("lightning_pulse", SpellActions.POINT_DOWN, false);
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addProperties(EFFECT_RADIUS, DAMAGE, REPULSION_VELOCITY);
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this.soundValues(2, 1, 0);
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}
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@@ -74,8 +74,7 @@ public class LightningPulse extends Spell {
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+ WizardryUtilities.ANTI_Z_FIGHTING_OFFSET, caster.posZ)
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.scale(modifiers.get(WizardryItems.blast_upgrade)).spawn(world);
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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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