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:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -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; }