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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@@ -1,5 +1,6 @@
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package electroblob.wizardry.spell;
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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.*;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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@@ -8,7 +9,6 @@ import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.effect.EntityLightningBolt;
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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.util.math.MathHelper;
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@@ -32,7 +32,7 @@ public class Thunderstorm extends Spell {
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private static final float CENTRE_RADIUS_FRACTION = 0.5f;
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public Thunderstorm(){
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super("thunderstorm", EnumAction.BOW, false);
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super("thunderstorm", SpellActions.POINT_UP, false);
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this.soundValues(1, 1.7f, 0.2f);
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addProperties(EFFECT_RADIUS, LIGHTNING_BOLTS, SECONDARY_DAMAGE, TERTIARY_DAMAGE, SECONDARY_RANGE,
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TERTIARY_RANGE, SECONDARY_MAX_TARGETS, TERTIARY_MAX_TARGETS);
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