Allow Bound Sword to be enchanted

Also changes how the models are handled and changing activation states does not cause the "item change" animation.
This commit is contained in:
Nick 2016-02-04 02:45:19 -08:00
parent fd16a58b6b
commit cc66af7eb1
15 changed files with 122 additions and 134 deletions

View file

@ -1,13 +1,11 @@
package WayofTime.bloodmagic.proxy;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.client.model.obj.OBJLoader;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fml.client.registry.ClientRegistry;
import net.minecraftforge.fml.client.registry.RenderingRegistry;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.client.helper.ShaderHelper;
import WayofTime.bloodmagic.client.mesh.ItemSentientSwordMeshDefinition;
import WayofTime.bloodmagic.client.render.RenderAlchemyArray;
import WayofTime.bloodmagic.client.render.RenderAltar;
import WayofTime.bloodmagic.client.render.RenderItemRoutingNode;
@ -51,8 +49,6 @@ public class ClientProxy extends CommonProxy
ClientRegistry.bindTileEntitySpecialRenderer(TileAlchemyArray.class, new RenderAlchemyArray());
ClientRegistry.bindTileEntitySpecialRenderer(TileAltar.class, new RenderAltar());
ClientRegistry.bindTileEntitySpecialRenderer(TileRoutingNode.class, new RenderItemRoutingNode());
ModelLoader.setCustomMeshDefinition(ModItems.sentientSword, new ItemSentientSwordMeshDefinition());
}
@Override