be250e218e
- 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
22 lines
796 B
Java
22 lines
796 B
Java
package electroblob.wizardry.spell;
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import electroblob.wizardry.entity.construct.EntityForcefield;
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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.SpellModifiers;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.util.EnumFacing;
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public class Forcefield extends SpellConstruct<EntityForcefield> {
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public Forcefield(){
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super("forcefield", SpellActions.THRUST, EntityForcefield::new, false);
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addProperties(Spell.EFFECT_RADIUS);
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}
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@Override
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protected void addConstructExtras(EntityForcefield construct, EnumFacing side, EntityLivingBase caster, SpellModifiers modifiers){
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construct.setRadius(getProperty(EFFECT_RADIUS).floatValue() * modifiers.get(WizardryItems.blast_upgrade));
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}
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}
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