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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@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.ISpellCastingItem;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.packet.PacketResurrection;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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import electroblob.wizardry.registry.Spells;
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@@ -10,7 +11,6 @@ import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.math.MathHelper;
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@@ -28,7 +28,7 @@ public class Resurrection extends Spell {
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private static final String POTION_CORE_FIX_NBT_KEY = "Potion Core - Health Fix";
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public Resurrection(){
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super("resurrection", EnumAction.NONE, false);
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super("resurrection", SpellActions.SUMMON, false);
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addProperties(EFFECT_RADIUS, WAIT_TIME);
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}
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