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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@@ -1,6 +1,7 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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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.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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@@ -8,7 +9,6 @@ import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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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.Potion;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.tileentity.TileEntityDispenser;
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@@ -63,7 +63,7 @@ public class SpellBuff extends Spell {
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@SafeVarargs
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public SpellBuff(String modID, String name, float r, float g, float b, Supplier<Potion>... effects){
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super(modID, name, EnumAction.BOW, false);
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super(modID, name, SpellActions.POINT_UP, false);
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this.effects = effects;
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this.r = r;
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this.g = g;
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