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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@@ -1,5 +1,6 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.NBTExtras;
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import electroblob.wizardry.util.SpellModifiers;
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@@ -10,7 +11,6 @@ import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.item.EntityArmorStand;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.projectile.EntityShulkerBullet;
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import net.minecraft.item.EnumAction;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.nbt.NBTUtil;
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import net.minecraft.tileentity.TileEntityDispenser;
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@@ -26,7 +26,7 @@ import java.util.List;
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public class ShulkerBullet extends Spell {
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public ShulkerBullet(){
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super("shulker_bullet", EnumAction.NONE, false);
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super("shulker_bullet", SpellActions.POINT_DOWN, false);
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this.soundValues(2, 1, 0.3f);
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addProperties(RANGE);
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}
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