Remove unnecessary empty itemstack checks, see comments on d0fda72
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@@ -36,8 +36,7 @@ public class ShadowWard extends Spell {
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double dx = -1 + 2 * world.rand.nextFloat();
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double dy = -1 + world.rand.nextFloat();
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double dz = -1 + 2 * world.rand.nextFloat();
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world.spawnParticle(EnumParticleTypes.PORTAL, caster.posX, WizardryUtilities.getPlayerEyesPos(caster),
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caster.posZ, dx, dy, dz);
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world.spawnParticle(EnumParticleTypes.PORTAL, caster.posX, WizardryUtilities.getPlayerEyesPos(caster), caster.posZ, dx, dy, dz);
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}
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if(ticksInUse % 50 == 0){
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@@ -53,19 +52,16 @@ public class ShadowWard extends Spell {
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// There used to be a check that the target was a player here, but I don't see any reason for it.
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ItemStack wand = event.getEntityLiving().getActiveItemStack();
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if(!wand.isEmpty() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
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if(wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
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&& WandHelper.getCurrentSpell(wand) instanceof ShadowWard && !event.getSource().isUnblockable()
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&& !(event.getSource() instanceof IElementalDamage
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&& ((IElementalDamage)event.getSource()).isRetaliatory())){
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&& !(event.getSource() instanceof IElementalDamage && ((IElementalDamage)event.getSource()).isRetaliatory())){
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event.setCanceled(true);
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// Now we can preserve the original daage source (sort of) as long as we make it retaliatory.
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event.getEntityLiving().attackEntityFrom(
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MagicDamage.causeDirectMagicDamage(event.getSource().getTrueSource(), DamageType.MAGIC, true),
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event.getAmount() / 2);
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((EntityLivingBase)event.getSource().getTrueSource()).attackEntityFrom(
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MagicDamage.causeDirectMagicDamage(event.getEntityLiving(), DamageType.MAGIC, true),
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event.getAmount() / 2);
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MagicDamage.causeDirectMagicDamage(event.getSource().getTrueSource(), DamageType.MAGIC, true), event.getAmount() / 2);
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((EntityLivingBase)event.getSource().getTrueSource())
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.attackEntityFrom(MagicDamage.causeDirectMagicDamage(event.getEntityLiving(), DamageType.MAGIC, true), event.getAmount() / 2);
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}
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}
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}
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