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
This commit is contained in:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.living.EntityEvilWizard;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.registry.WizardrySounds;
@@ -15,7 +16,6 @@ import net.minecraft.entity.item.EntityArmorStand;
import net.minecraft.entity.passive.EntitySheep;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.EnumAction;
import net.minecraft.item.EnumDyeColor;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.potion.PotionEffect;
@@ -40,7 +40,7 @@ public class MindControl extends SpellRay {
public static final String NBT_KEY = "controllingEntity";
public MindControl(){
super("mind_control", false, EnumAction.NONE);
super("mind_control", false, SpellActions.POINT);
addProperties(EFFECT_DURATION);
}