Spell hierarchisation and refactoring, plus miscellaneous renaming and minor refactoring
- Adds new generic spell superclasses which aim to group spells such that duplicate code is eliminated, and functions standardised, as much as possible. - Removes numerous spell classes which are no longer required as a result of this change, and replaces them with instances of the relevant generic spell classes. - Changes the remaining spell classes to fit with the new system, mostly by having them extend the generic spell classes. - Completes the transfer of particle spawning to the ParticleBuilder system.
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@@ -44,7 +44,7 @@ public class RenderDecay extends Render<EntityDecay> {
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GlStateManager.rotate(-90, 1, 0, 0);
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float scale = 2 * Math.min(1, (float)(EntityDecay.LIFETIME - entity.ticksExisted) / 50f);
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float scale = 2 * Math.min(1, (float)(entity.lifetime - entity.ticksExisted) / 50f);
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GlStateManager.scale(scale, scale, scale);
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