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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@@ -20,13 +20,7 @@ public class EntityHealAura extends EntityMagicConstruct {
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this.width = 5.0f;
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}
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public EntityHealAura(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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this.height = 1.0f;
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this.width = 5.0f;
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}
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@Override
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public void onUpdate(){
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if(this.ticksExisted % 25 == 1){
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@@ -37,8 +31,7 @@ public class EntityHealAura extends EntityMagicConstruct {
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if(!this.world.isRemote){
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(2.5d, this.posX, this.posY,
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this.posZ, this.world);
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(2.5, posX, posY, posZ, world);
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for(EntityLivingBase target : targets){
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@@ -83,9 +76,7 @@ public class EntityHealAura extends EntityMagicConstruct {
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}
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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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