Initial 1.11.2 update
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@@ -8,8 +8,9 @@ import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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/**
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* Class responsible for defining, storing and registering all of wizardry's sound events. For some reason, these
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* worked in the beta versions despite not being registered...
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* Class responsible for defining, storing and registering all of wizardry's sound events. For some reason, these worked
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* in the beta versions despite not being registered...
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*
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@@ -36,13 +37,13 @@ public final class WizardrySounds {
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public static final SoundEvent SPELL_LOOP_WIND = createSound("wind");
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public static final SoundEvent SPELL_EARTHQUAKE = createSound("rumble");
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public static final SoundEvent SPELL_FORCE = createSound("force");
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/** Trick borrowed from the Twilight Forest, makes things neater. */
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public static SoundEvent createSound(String name){
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// All the setRegistryName methods delegate to this one, it doesn't matter which you use.
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return new SoundEvent(new ResourceLocation(Wizardry.MODID, name)).setRegistryName(name);
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}
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@SubscribeEvent
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public static void register(RegistryEvent.Register<SoundEvent> event){
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event.getRegistry().register(SPELL_SPARK);
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