Split up and reorganise WizardryUtilities
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@@ -2,7 +2,7 @@ package electroblob.wizardry.integration;
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import com.google.common.collect.ImmutableSet;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.util.WizardryUtilities;
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import electroblob.wizardry.util.EntityUtils;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.DamageSource;
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import net.minecraftforge.fml.common.Mod;
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@@ -58,7 +58,7 @@ public final class DamageSafetyChecker {
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* @param fallback The fallback damage source for when excessive looping is detected. This <b>must not</b> be the
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* same as the re-applied source, or this method is pointless! Usually it will be more general.
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* @param knockback True to apply knockback as normal, false to use the knockback-free methods in WizardryUtilities
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* (see {@link WizardryUtilities#attackEntityWithoutKnockback(Entity, DamageSource, float)}).
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* (see {@link EntityUtils#attackEntityWithoutKnockback(Entity, DamageSource, float)}).
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*/
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public static boolean attackEntitySafely(Entity target, DamageSource source, float damage,
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String originalSourceName, DamageSource fallback, boolean knockback){
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@@ -70,7 +70,7 @@ public final class DamageSafetyChecker {
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// No harm in still incrementing the counter
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attacksThisTick++;
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return knockback ? target.attackEntityFrom(fallback, damage)
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: WizardryUtilities.attackEntityWithoutKnockback(target, fallback, damage);
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: EntityUtils.attackEntityWithoutKnockback(target, fallback, damage);
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}
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}
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@@ -88,13 +88,13 @@ public final class DamageSafetyChecker {
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// Fallback behaviour
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attacksThisTick++;
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return knockback ? target.attackEntityFrom(fallback, damage)
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: WizardryUtilities.attackEntityWithoutKnockback(target, fallback, damage);
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: EntityUtils.attackEntityWithoutKnockback(target, fallback, damage);
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}else{
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// Normal behaviour
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attacksThisTick++;
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return knockback ? target.attackEntityFrom(source, damage)
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: WizardryUtilities.attackEntityWithoutKnockback(target, source, damage);
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: EntityUtils.attackEntityWithoutKnockback(target, source, damage);
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}
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}
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