Add entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers
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@@ -36,7 +36,7 @@ public interface ISpellCaster {
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*
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* @return A list of {@link Spell} instances. A random spell from this list will be cast when the entity attacks.
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* The list will not be modified by the AI class and can therefore be an immutable list. The spells in the
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* list <b>must</b> be castable by NPCs (i.e. {@link Spell#canBeCastByNPCs()} returns true).
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* list <b>must</b> be castable by NPCs (i.e. {@link Spell#canBeCastBy(net.minecraft.entity.EntityLiving, boolean)} returns true).
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*/
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@Nonnull
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public List<Spell> getSpells();
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@@ -68,7 +68,7 @@ public interface ISpellCaster {
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public void setContinuousSpell(Spell spell);
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/**
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* Returns the aiming arror for the given difficulty, used in projectile spells. Defaults to the values used by
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* Returns the aiming error for the given difficulty, used in projectile spells. Defaults to the values used by
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* skeletons, which are: Easy - 10, Normal - 6, Hard - 2, Peaceful - 10 (rarely used).
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*/
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// This is what default methods are actually intended for!
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