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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@@ -18,25 +18,12 @@ import net.minecraft.world.World;
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public class EntitySmokeBomb extends EntityBomb {
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public EntitySmokeBomb(World par1World){
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super(par1World);
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}
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public EntitySmokeBomb(World par1World, EntityLivingBase par2EntityLivingBase){
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super(par1World, par2EntityLivingBase);
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}
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public EntitySmokeBomb(World par1World, EntityLivingBase par2EntityLivingBase, float damageMultiplier,
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float blastMultiplier){
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super(par1World, par2EntityLivingBase, damageMultiplier, blastMultiplier);
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}
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public EntitySmokeBomb(World par1World, double par2, double par4, double par6){
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super(par1World, par2, par4, par6);
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public EntitySmokeBomb(World world){
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super(world);
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}
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@Override
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protected void onImpact(RayTraceResult par1RayTraceResult){
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protected void onImpact(RayTraceResult rayTrace){
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// Particle effect
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if(world.isRemote){
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