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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@@ -28,15 +28,8 @@ public class EntityHammer extends EntityMagicConstruct {
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/** How long the hammer has been falling for. */
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public int fallTime;
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public EntityHammer(World par1World){
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super(par1World);
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this.setSize(1.0f, 1.9F);
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this.noClip = false;
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}
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public EntityHammer(World world, double x, double y, double z, EntityLivingBase caster, int lifetime,
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float damageMultiplier){
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super(world, x, y, z, caster, lifetime, damageMultiplier);
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public EntityHammer(World world){
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super(world);
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this.setSize(1.0f, 1.9F);
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this.motionX = 0.0D;
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this.motionY = 0.0D;
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