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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@@ -13,34 +13,20 @@ import net.minecraft.world.World;
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public class EntityFireSigil extends EntityMagicConstruct {
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public EntityFireSigil(World par1World){
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super(par1World);
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public EntityFireSigil(World world){
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super(world);
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this.height = 0.2f;
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this.width = 2.0f;
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}
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public EntityFireSigil(World par1World, double x, double y, double z, EntityLivingBase caster,
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float damageMultiplier){
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super(par1World, x, y, z, caster, -1, damageMultiplier);
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this.height = 0.2f;
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this.width = 2.0f;
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}
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// Overrides the original to stop the entity moving when it intersects stuff. The default arrow does this to allow
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// it to stick in blocks.
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public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9){
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this.setPosition(par1, par3, par5);
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this.setRotation(par7, par8);
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}
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@Override
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public void onUpdate(){
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super.onUpdate();
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if(!this.world.isRemote){
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(1.0d, this.posX, this.posY,
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this.posZ, this.world);
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(width/2, posX, posY, posZ, world);
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for(EntityLivingBase target : targets){
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@@ -76,13 +62,9 @@ public class EntityFireSigil extends EntityMagicConstruct {
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}
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@Override
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protected void entityInit(){
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protected void entityInit(){}
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}
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/**
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* Return whether this entity should be rendered as on fire.
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*/
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@Override
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public boolean canRenderOnFire(){
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return false;
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}
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