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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@@ -2,10 +2,14 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Settings;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.item.SpellActions;
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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.*;
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import net.minecraft.item.ItemArmor;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemSword;
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import net.minecraft.item.ItemTool;
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import net.minecraft.item.crafting.FurnaceRecipes;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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@@ -16,7 +20,7 @@ public class PocketFurnace extends Spell {
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public static final String ITEMS_SMELTED = "items_smelted";
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public PocketFurnace(){
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super("pocket_furnace", EnumAction.BOW, false);
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super("pocket_furnace", SpellActions.IMBUE, false);
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addProperties(ITEMS_SMELTED);
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soundValues(1, 0.75f, 0);
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}
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