tModLoader

tModLoader

425 ratings
Overhauled Item Animations
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Mod Features: Visual Tweaks
Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
File Size
Posted
Updated
342.043 KB
23 Aug, 2021 @ 12:41am
17 Jul @ 9:49pm
58 Change Notes ( view )

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Overhauled Item Animations

Description
Originally called "Head rotates to cursor," renamed because there are other mods that do the same thing.
This mod replicates the gun and bow animations overhaul mod has. (e.g. muzzle flash, recoil, bow pulling)
The head rotation feature is kept because it compliments the new weapon animations.

Adds the following:
-Arrow nocking (bow pulling animation)
-Muzzle flash and visual recoil
-Weapon screenshakes (disabled by default)
-Bullet shells (disabled by default)
-Visual sniper scope (when rifle scope is equipped, it is displayed on top of guns!)
-Sword holding animations
-Head rotating and body facing to cursor

Very configurable if you don't want some of these changes, do note some settings are server-sided.

Works/Tested with:
-Secrets of the Shadows fake player entities (e.g. Subspace Locket, the Subspace Servant it summons also gets the reworked item animations from this mod)
-Modded items with glow masks
-Modded items with custom use animations (behavior depends on how the said item is coded, its either this mod overrides it, or that item does)
-Modded items with right-click functionalities (again, depends on how its coded, so far, no hard conflicts have been found)

Completely multiplayer friendly! (But feel free to report bugs...)

Miscellaneous:
-Fixes a vanilla rendering bug with player hair in upside-down gravity
-Patches certain item animations to work with the composite player arm animations (like flails, spears and drills)

Mod Calls:
"SuppressItemAnimations"
-Lets you suppress this mod's overhauled item animations. Solely exists if you have made an item that this mod breaks!
-Format is as follows: if(ModLoader.TryGetMod("Look", out Mod look)) look.Call("SuppressItemAnimations", Player instance/ModPlayer of player instance/whoAmI index, true/false);
-Returns a true or false value to indicate if item animations from this mod were successfully suppressed
-Do note that this only needs to be called once as it is a toggle!

"SuppressItemRotation"
-Lets you disable this mod's item rotation. Solely exists if you have made an item that this mod breaks!
-Format is as follows: if(ModLoader.TryGetMod("Look", out Mod look)) look.Call("SuppressItemRotation", Player instance/ModPlayer of player instance/whoAmI index, true/false);

"SuppressDirectioning"
-Lets you disable this mod's player directioning. Solely exists if you have made an item that this mod breaks!
-Format is as follows: if(ModLoader.TryGetMod("Look", out Mod look)) look.Call("SuppressDirectioning", Player instance/ModPlayer of player instance/whoAmI index, true/false);

"AddScopeTexture"
-Lets you add a custom scope texture for an accessory, can be called anywhere, but SetStaticDefaults is most optimal
-Format is as follows: if(ModLoader.TryGetMod("Look", out Mod look)) look.Call("AddScopeTexture", path (must be a string), Item instance/ModItem of item instance/item id);

"GetScopeTexture"
-Returns a scope's texture, if last parameter is true, it returns the index of the scope, if not, it returns the texture path
-Format is as follows: if(ModLoader.TryGetMod("Look", out Mod look)) look.Call("GetScopeTexture", Item instance/ModItem of item instance/item id, true/false);

"SetPlayerScope"
-Lets you set the scope texture the player has on their item, must be called on UpdateAccessory or UpdateVanity (or any related functions)
-Format is as follows: if(ModLoader.TryGetMod("Look", out Mod look)) look.Call("SetPlayerScope", Player instance/ModPlayer of player instance/whoAmI index, Item instance/ModItem of item instance/item id);
Originally posted by tModLoader Look:
Developed By n0t_UN_Owen
174 Comments
Bolge5 13 Jun @ 2:16pm 
breaks claymore from bone serpent
N0t_UNowen  [author] 7 Jun @ 6:55am 
yes, its a projectile, not an item
sleepydriedtomatoes 6 Jun @ 9:36pm 
so vortex beater isn't included? is there a problem with how it's rendered which doesn't allow it be affected by the mod?
N0VIS.4 3 Jun @ 7:34am 
I found a bug, when you move in minecart there always sparks and sound of the brake.
N0t_UNowen  [author] 3 Jun @ 5:00am 
Not possible sadly, the current implementation of tModLoader's player modification code and what not disables any mods' ability to be client-sided.
Syntheta 2 Jun @ 11:17am 
would it be possible to make a version of this mod that is exclusively client side?
Lithobraker 6 Mar @ 9:51pm 
Update: I disabled the "Smooth Item Animations" for these items and the spin stops, but recoil still works. Not quite -ideal-, but still, thank you!
Lithobraker 5 Mar @ 11:40pm 
I did already disable the recoil animation on these items; when I did this spinning behavior stopped. I'm not sure if this is fixable on your end, but I will note that I don't remember this happening before. I'm fairly sure at least the Thermocline Blaster worked fine previously.
N0t_UNowen  [author] 5 Mar @ 11:12pm 
Try blacklisting them on the "Smooth Item Blacklist" in the server config
Lithobraker 5 Mar @ 8:12pm 
I've noticed that certain modded items will do a full 360 degree spin when recoil is enabled, unless the character is looking down and to the right.
So far, I've only seen this with these Calamity items: Thermocline Blaster, Animosity, and Hydra.
I've noticed that all of these have some sort of special effect that triggers when firing. The Thermocline Blaster has a smoke puff that comes out of the gun, the Animosity spawns its own spent magazine, and the Hydra has extra shotguns on chains that fire along with the user.