Fix the utter mess that is spell property syncing (what was I thinking when I wrote this? and how did it ever work in the first place?!)
This fix is kinda cheating but I don't care, it works and it's certainly better than the mess that was there before
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@@ -79,13 +79,13 @@ public final class WizardryEventHandler {
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public static void onPlayerLoggedInEvent(PlayerLoggedInEvent event){
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// When a player logs in, they are sent the glyph data, server settings and spell properties.
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if(event.player instanceof EntityPlayerMP){
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SpellGlyphData.get(event.player.world).sync((EntityPlayerMP)event.player);
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SpellEmitterData.get(event.player.world).sync((EntityPlayerMP)event.player);
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Wizardry.settings.sync((EntityPlayerMP)event.player);
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syncAdvancements((EntityPlayerMP)event.player, false);
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EntityPlayerMP player = (EntityPlayerMP)event.player;
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SpellGlyphData.get(player.world).sync(player);
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SpellEmitterData.get(player.world).sync(player);
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Wizardry.settings.sync(player);
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syncAdvancements(player, false);
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Spell.syncProperties(player);
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}
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Spell.syncProperties(event.player);
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}
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@SubscribeEvent(priority = EventPriority.HIGH)
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