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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@@ -2,11 +2,11 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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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.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryPotions;
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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.item.EnumAction;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.ResourceLocation;
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@@ -22,7 +22,7 @@ public class SixthSense extends Spell {
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public static final ResourceLocation SHADER = new ResourceLocation(Wizardry.MODID, "shaders/post/sixth_sense.json");
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public SixthSense(){
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super("sixth_sense", EnumAction.BOW, false);
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super("sixth_sense", SpellActions.POINT_UP, false);
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addProperties(EFFECT_DURATION, EFFECT_RADIUS);
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soundValues(1, 1.1f, 0.2f);
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}
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