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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@@ -30,9 +30,8 @@ public class ItemSmokeBomb extends Item {
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player.playSound(SoundEvents.ENTITY_SNOWBALL_THROW, 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));
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if(!world.isRemote){
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EntitySmokeBomb smokebomb = new EntitySmokeBomb(world, player);
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// This is the standard set of parameters for this method, used by snowballs and ender pearls.
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smokebomb.shoot(player, player.rotationPitch, player.rotationYaw, 0.0f, 1.5f, 1.0f);
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EntitySmokeBomb smokebomb = new EntitySmokeBomb(world);
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smokebomb.aim(player, 1.5f);
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world.spawnEntity(smokebomb);
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}
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