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
This commit is contained in:
@@ -1,13 +1,13 @@
|
||||
package electroblob.wizardry.spell;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.item.SpellActions;
|
||||
import electroblob.wizardry.util.SpellModifiers;
|
||||
import net.minecraft.block.state.IBlockState;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.entity.EntityLivingBase;
|
||||
import net.minecraft.entity.item.EntityItem;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.item.EnumAction;
|
||||
import net.minecraft.item.ItemStack;
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.EnumHand;
|
||||
@@ -18,7 +18,7 @@ import net.minecraft.world.World;
|
||||
public class Telekinesis extends SpellRay {
|
||||
|
||||
public Telekinesis(){
|
||||
super("telekinesis", false, EnumAction.NONE);
|
||||
super("telekinesis", false, SpellActions.POINT);
|
||||
}
|
||||
|
||||
@Override public boolean requiresPacket(){ return false; }
|
||||
|
||||
Reference in New Issue
Block a user