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:
@@ -1,5 +1,6 @@
|
||||
package electroblob.wizardry.spell;
|
||||
|
||||
import electroblob.wizardry.item.SpellActions;
|
||||
import electroblob.wizardry.registry.WizardryItems;
|
||||
import electroblob.wizardry.util.*;
|
||||
import electroblob.wizardry.util.MagicDamage.DamageType;
|
||||
@@ -9,7 +10,6 @@ import net.minecraft.block.state.IBlockState;
|
||||
import net.minecraft.entity.EntityLivingBase;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.init.MobEffects;
|
||||
import net.minecraft.item.EnumAction;
|
||||
import net.minecraft.potion.PotionEffect;
|
||||
import net.minecraft.util.EnumHand;
|
||||
import net.minecraft.util.EnumParticleTypes;
|
||||
@@ -20,7 +20,7 @@ import java.util.List;
|
||||
public class PlagueOfDarkness extends Spell {
|
||||
|
||||
public PlagueOfDarkness(){
|
||||
super("plague_of_darkness", EnumAction.BOW, false);
|
||||
super("plague_of_darkness", SpellActions.POINT_DOWN, false);
|
||||
addProperties(EFFECT_RADIUS, DAMAGE, EFFECT_DURATION, EFFECT_STRENGTH);
|
||||
soundValues(1, 1.1f, 0.2f);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user