Miscellaneous cleanup and commenting
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@@ -72,7 +72,8 @@ public final class ParticleBuilder {
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/** Single pixel particle.<p><b>Defaults:</b><p>Lifetime: 16-80 ticks<br>Colour: white */ DUST,
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/** Rapid flash, like fireworks.<p><b>Defaults:</b><p>Lifetime: 4 ticks<br>Colour: white */ FLASH,
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/** Small shard of ice.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br>Gravity: true */ ICE,
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/** Single green/brown leaf.<p><b>Defaults:</b><p>Lifetime: 10-15 ticks<br>Velocity: (0, -0.03, 0) */ LEAF,
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/** Single leaf.<p><b>Defaults:</b><p>Lifetime: 10-15 ticks<br>Velocity: (0, -0.03, 0)
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* <br>Colour: green/brown */ LEAF,
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/** Bubble that doesn't burst in air.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks */ MAGIC_BUBBLE,
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/** Scaleable, moving flame.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br> */ MAGIC_FIRE,
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/** Soft-edged round particle.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br>Colour: white */ PATH,
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@@ -260,7 +260,8 @@ public final class WandHelper {
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/**
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* Applies the given upgrade to the given wand, or in other words increases the level for that upgrade by 1. This
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* does <b>not</b> account for the individual or total upgrade stack limits.
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* does <b>not</b> account for the individual or total upgrade stack limits or any special behaviour; it only deals
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* with the NBT data.
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*/
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public static void applyUpgrade(ItemStack wand, Item upgrade){
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@@ -545,6 +545,7 @@ public final class WizardryUtilities {
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* private. (You <i>could</i> call {@link EntityCreeper#onStruckByLightning(...)} and then heal it and extinguish
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* it, but that's a bit awkward.)
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*/
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// The reflection here only gets done once to initialise the POWERED field, so it's not a performance issue at all.
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public static void chargeCreeper(EntityCreeper creeper){
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creeper.getDataManager().set(POWERED, true);
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}
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