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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@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.entity.living.EntityEvilWizard;
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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.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardrySounds;
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@@ -15,7 +16,6 @@ import net.minecraft.entity.item.EntityArmorStand;
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import net.minecraft.entity.passive.EntitySheep;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.EnumDyeColor;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.potion.PotionEffect;
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@@ -40,7 +40,7 @@ public class MindControl extends SpellRay {
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public static final String NBT_KEY = "controllingEntity";
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public MindControl(){
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super("mind_control", false, EnumAction.NONE);
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super("mind_control", false, SpellActions.POINT);
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addProperties(EFFECT_DURATION);
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}
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