Refactor of PrimedDenseTnt, Loot dropping, and ClientModel#259
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danielkrafft
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Test animated weapons and items
converge the entity and item geo model stuff
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Updates to PR:
Details on WDWeapon and usage:This is now pretty much just a combination of the existing WDWeapons and WDRangedWeapons classes. The idea here is that the logic was going down a path of requiring an over-specialized parent class for each type and sub-type and sub-sub-type of weapon. Worth noting:
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PrimedDenseTnt now extends PrimedTnt, making it easier to use in other classes.
Loot drops for entities moved out of loot tables into their classes for localization of logic
New constructor for simple entity ClientModels, allowing for single entity name to be passed through ClientModel.ofEntity(entityPath). This can just be used in the Renderer classes, circumventing excessive 5 lines model classes. For dynamic texture/model/both changes, the following methods can be used:
These methods are then used to insert the conditions and the model changes into a list, which is then used to determine what texture and model will be passed when geckolib's getModelResource and getTextreResource are called, based on which one has a condition returning true. If multiple return true, the first in the list will be used (So order does matter when you create the ClientModel instances in the Renderer classes!)