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.
This commit is contained in:
Electroblob
2018-06-20 22:25:54 +01:00
parent b6400c72a7
commit 29261082f1
222 changed files with 4412 additions and 9016 deletions
@@ -18,25 +18,12 @@ import net.minecraft.world.World;
public class EntitySmokeBomb extends EntityBomb {
public EntitySmokeBomb(World par1World){
super(par1World);
}
public EntitySmokeBomb(World par1World, EntityLivingBase par2EntityLivingBase){
super(par1World, par2EntityLivingBase);
}
public EntitySmokeBomb(World par1World, EntityLivingBase par2EntityLivingBase, float damageMultiplier,
float blastMultiplier){
super(par1World, par2EntityLivingBase, damageMultiplier, blastMultiplier);
}
public EntitySmokeBomb(World par1World, double par2, double par4, double par6){
super(par1World, par2, par4, par6);
public EntitySmokeBomb(World world){
super(world);
}
@Override
protected void onImpact(RayTraceResult par1RayTraceResult){
protected void onImpact(RayTraceResult rayTrace){
// Particle effect
if(world.isRemote){