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.Wizardry;
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import electroblob.wizardry.entity.construct.EntityMagicConstruct;
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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.RayTracer;
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import electroblob.wizardry.util.SpellModifiers;
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@@ -9,7 +10,6 @@ import electroblob.wizardry.util.WizardryUtilities;
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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.tileentity.TileEntityDispenser;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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@@ -53,7 +53,7 @@ public class SpellConstructRanged<T extends EntityMagicConstruct> extends SpellC
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}
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public SpellConstructRanged(String modID, String name, Function<World, T> constructFactory, boolean permanent){
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super(modID, name, EnumAction.NONE, constructFactory, permanent);
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super(modID, name, SpellActions.POINT, constructFactory, permanent);
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this.addProperties(RANGE);
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this.npcSelector((e, o) -> true);
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}
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@@ -118,8 +118,7 @@ public class SpellConstructRanged<T extends EntityMagicConstruct> extends SpellC
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}else{
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return false;
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}
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caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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