Assign key conflict contexts to wizardry's keybinds, fixes them showing up as conflicting with GUI keys
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@@ -71,6 +71,7 @@ import net.minecraft.util.text.Style;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.village.MerchantRecipeList;
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import net.minecraft.world.World;
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import net.minecraftforge.client.settings.KeyConflictContext;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.common.config.Property;
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import net.minecraftforge.fml.client.config.GuiConfigEntries.NumberSliderEntry;
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@@ -100,8 +101,8 @@ public class ClientProxy extends CommonProxy {
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private static final Map<ResourceLocation, IWizardryParticleFactory> factories = new HashMap<>();
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// Key Bindings
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public static final KeyBinding NEXT_SPELL = new KeyBinding("key." + Wizardry.MODID + ".next_spell", Keyboard.KEY_N, "key.categories." + Wizardry.MODID);
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public static final KeyBinding PREVIOUS_SPELL = new KeyBinding("key." + Wizardry.MODID + ".previous_spell", Keyboard.KEY_B, "key.categories." + Wizardry.MODID);
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public static final KeyBinding NEXT_SPELL = new KeyBinding("key." + Wizardry.MODID + ".next_spell", KeyConflictContext.IN_GAME, Keyboard.KEY_N, "key.categories." + Wizardry.MODID);
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public static final KeyBinding PREVIOUS_SPELL = new KeyBinding("key." + Wizardry.MODID + ".previous_spell", KeyConflictContext.IN_GAME, Keyboard.KEY_B, "key.categories." + Wizardry.MODID);
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// Armour Model
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public static final ModelBiped WIZARD_ARMOUR_MODEL = new ModelWizardArmour(0.75f);
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