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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@@ -4,6 +4,7 @@ import electroblob.wizardry.data.IStoredVariable;
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import electroblob.wizardry.data.Persistence;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.entity.living.EntitySpiritHorse;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import electroblob.wizardry.util.WizardryUtilities.Operations;
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@@ -13,7 +14,6 @@ import net.minecraft.entity.ai.attributes.AttributeModifier;
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import net.minecraft.entity.ai.attributes.IAttribute;
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import net.minecraft.entity.passive.AbstractHorse;
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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.util.EnumHand;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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@@ -36,7 +36,7 @@ public class SummonSpiritHorse extends Spell {
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public static final IStoredVariable<UUID> UUID_KEY = IStoredVariable.StoredVariable.ofUUID("spiritHorseUUID", Persistence.ALWAYS);
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public SummonSpiritHorse(){
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super("summon_spirit_horse", EnumAction.BOW, false);
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super("summon_spirit_horse", SpellActions.SUMMON, false);
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addProperties(SpellMinion.SUMMON_RADIUS);
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soundValues(0.7f, 1.2f, 0.4f);
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WizardData.registerStoredVariables(UUID_KEY);
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