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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@@ -4,6 +4,7 @@ import com.google.common.collect.BiMap;
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import com.google.common.collect.HashBiMap;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.entity.living.*;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.util.NBTExtras;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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@@ -14,7 +15,6 @@ import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.monster.*;
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import net.minecraft.entity.passive.*;
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import net.minecraft.item.EnumAction;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.BlockPos;
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@@ -49,7 +49,7 @@ public class Metamorphosis extends SpellRay {
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}
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public Metamorphosis(){
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super("metamorphosis", false, EnumAction.NONE);
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super("metamorphosis", false, SpellActions.POINT);
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this.soundValues(0.5f, 1f, 0);
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}
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