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:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.ISpellCastingItem;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.packet.PacketResurrection;
import electroblob.wizardry.packet.WizardryPacketHandler;
import electroblob.wizardry.registry.Spells;
@@ -10,7 +11,6 @@ import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.SpellModifiers;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.EnumAction;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.MathHelper;
@@ -28,7 +28,7 @@ public class Resurrection extends Spell {
private static final String POTION_CORE_FIX_NBT_KEY = "Potion Core - Health Fix";
public Resurrection(){
super("resurrection", EnumAction.NONE, false);
super("resurrection", SpellActions.SUMMON, false);
addProperties(EFFECT_RADIUS, WAIT_TIME);
}