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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@@ -130,6 +130,14 @@ public interface ISummonedCreature extends IEntityAdditionalSpawnData {
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default EntityLivingBase getCaster(){
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return getCasterReference() == null ? null : getCasterReference().get();
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}
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/**
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* Sets the EntityLivingBase that summoned this creature. <i>This is the correct method to use to set the owner of
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* this summoned creature.
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*/
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default void setCaster(@Nullable EntityLivingBase caster){
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setCasterReference(new WeakReference<EntityLivingBase>(caster));
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}
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// Miscellaneous
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