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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@@ -1,12 +1,12 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.item.EnumAction;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.tileentity.TileEntityDispenser;
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import net.minecraft.util.EnumFacing;
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@@ -24,7 +24,7 @@ public class Reversal extends SpellRay {
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public static final String REVERSED_EFFECTS = "reversed_effects";
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public Reversal(){
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super("reversal", false, EnumAction.NONE);
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super("reversal", false, SpellActions.POINT);
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addProperties(REVERSED_EFFECTS);
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}
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