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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@@ -34,17 +34,13 @@ public class EntityTornado extends EntityMagicConstruct {
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this.width = 5.0f;
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this.isImmuneToFire = false;
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}
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public EntityTornado(World world, double x, double y, double z, EntityLivingBase caster, int lifetime, double velX,
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double velZ, float damageMultiplier){
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super(world, x, y, z, caster, lifetime, damageMultiplier);
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this.height = 8.0f;
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this.width = 5.0f;
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public void setHorizontalVelocity(double velX, double velZ){
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this.velX = velX;
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this.velZ = velZ;
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this.isImmuneToFire = false;
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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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