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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@@ -14,30 +14,14 @@ import net.minecraft.world.World;
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public class EntityDarknessOrb extends EntityMagicProjectile {
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public EntityDarknessOrb(World par1World){
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super(par1World);
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}
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public EntityDarknessOrb(World par1World, EntityLivingBase par2EntityLivingBase){
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super(par1World, par2EntityLivingBase);
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}
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public EntityDarknessOrb(World par1World, EntityLivingBase par2EntityLivingBase, float damageMultiplier){
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super(par1World, par2EntityLivingBase, damageMultiplier);
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}
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public EntityDarknessOrb(World par1World, double par2, double par4, double par6){
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super(par1World, par2, par4, par6);
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public EntityDarknessOrb(World world){
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super(world);
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}
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@Override
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protected float getSpeed(){
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return 0.5F;
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}
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@Override
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protected void onImpact(RayTraceResult RayTraceResult){
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Entity target = RayTraceResult.entityHit;
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protected void onImpact(RayTraceResult rayTrace){
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Entity target = rayTrace.entityHit;
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if(target != null && !MagicDamage.isEntityImmune(DamageType.WITHER, target)){
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float damage = 8 * damageMultiplier;
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@@ -79,10 +63,8 @@ public class EntityDarknessOrb extends EntityMagicProjectile {
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this.motionZ /= 0.99;
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}
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/**
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* Gets the amount of gravity to apply to the thrown entity with each tick.
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*/
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protected float getGravityVelocity(){
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return 0.0F;
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@Override
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public boolean hasNoGravity(){
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return true;
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}
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}
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