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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@@ -2,12 +2,12 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Constants;
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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.RayTracer;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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@@ -21,7 +21,7 @@ public class PhaseStep extends Spell {
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public static final String WALL_THICKNESS = "wall_thickness";
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public PhaseStep(){
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super("phase_step", EnumAction.NONE, false);
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super("phase_step", SpellActions.POINT, false);
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addProperties(RANGE, WALL_THICKNESS);
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}
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@@ -78,7 +78,6 @@ public class PhaseStep extends Spell {
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caster.setPositionAndUpdate(pos1.getX() + 0.5, pos1.getY() + 0.5, pos1.getZ() + 0.5);
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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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