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 electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.item.ISpellCastingItem;
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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.WizardryItems;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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@@ -15,7 +16,6 @@ import net.minecraft.entity.Entity;
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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.item.ItemStack;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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@@ -39,7 +39,7 @@ public class Mine extends SpellRay {
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}
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public Mine(){
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super("mine", false, EnumAction.NONE);
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super("mine", false, SpellActions.POINT);
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this.ignoreLivingEntities(true);
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this.particleSpacing(0.5);
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}
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