Use a custom mesh definition instead of registering models for each individual metadata, fixes #256
#256 was partially fixed in 60a6c51; this completes the fix by preventing spell books missing models when different worlds have different spell metadata
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@@ -10,6 +10,7 @@ import electroblob.wizardry.item.ItemCrystal;
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import electroblob.wizardry.registry.WizardryBlocks;
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import electroblob.wizardry.registry.WizardryItems;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.block.model.ModelBakery;
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import net.minecraft.client.renderer.block.model.ModelResourceLocation;
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import net.minecraft.client.renderer.block.statemap.StateMap;
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import net.minecraft.creativetab.CreativeTabs;
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@@ -300,18 +301,10 @@ public final class WizardryModels {
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* to the aforementioned method will be whichever one the item is in.
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*/
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private static void registerItemModel(Item item){
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if(item.getHasSubtypes()){
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NonNullList<ItemStack> items = NonNullList.create();
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item.getSubItems(item.getCreativeTab(), items); // Client-only method, but we're client-side so this is OK.
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for(ItemStack stack : items){
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ModelLoader.setCustomModelResourceLocation(item, stack.getMetadata(),
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new ModelResourceLocation(item.getRegistryName(), "inventory"));
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}
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}
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// Changing the last parameter from null to "inventory" fixed the item/block model weirdness. No idea why!
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ModelLoader.setCustomModelResourceLocation(item, 0,
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new ModelResourceLocation(item.getRegistryName(), "inventory"));
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ModelBakery.registerItemVariants(item, new ModelResourceLocation(item.getRegistryName(), "inventory"));
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// Assigns the model for all metadata values
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ModelLoader.setCustomMeshDefinition(item, s -> new ModelResourceLocation(item.getRegistryName(), "inventory"));
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}
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/**
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