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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@@ -11,6 +11,7 @@ import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.entity.living.*;
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import electroblob.wizardry.entity.projectile.*;
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import electroblob.wizardry.integration.DamageSafetyChecker;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.packet.PacketControlInput;
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import electroblob.wizardry.packet.PacketPossession;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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@@ -38,7 +39,6 @@ import net.minecraft.init.Enchantments;
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import net.minecraft.init.Items;
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import net.minecraft.init.PotionTypes;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemBow;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagList;
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@@ -121,7 +121,7 @@ public class Possession extends SpellRay {
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}
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public Possession(){
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super("possession", false, EnumAction.NONE);
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super("possession", false, SpellActions.POINT);
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addProperties(EFFECT_DURATION, CRITICAL_HEALTH);
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}
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@@ -146,7 +146,7 @@ public class Possession extends SpellRay {
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if(!shootSpell(world, origin, look, caster, ticksInUse, modifiers)) return false;
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if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
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// if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers, "possess"); // TODO: There must be a better way...
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return true;
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}
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