Clean up a bunch of TODOs that are no longer relevant
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@@ -95,8 +95,6 @@ public class Paralysis extends SpellRay {
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// See WizardryClientEventHandler for prevention of players' movement under the effects of paralysis
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// TODO: (Animated?) screen overlay effect for paralysed players in first-person
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@SubscribeEvent
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public static void onLivingUpdateEvent(LivingUpdateEvent event){
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// Disables entities' AI when under the effects of paralysis and re-enables it on the last update of the effect
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@@ -22,7 +22,6 @@ public class PocketWorkbench extends Spell {
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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// TODO: Investigate possible item duplication bug with this spell. So far I have been unable to recreate it.
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if(!world.isRemote){
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caster.openGui(Wizardry.instance, WizardryGuiHandler.PORTABLE_CRAFTING, world, (int)caster.posX,
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(int)caster.posY, (int)caster.posZ);
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@@ -148,7 +148,7 @@ public class Possession extends SpellRay {
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if(!shootSpell(world, origin, look, caster, ticksInUse, modifiers)) return false;
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// if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers, "possess"); // TODO: There must be a better way...
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this.playSound(world, caster, ticksInUse, -1, modifiers, "possess");
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return true;
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}
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@@ -305,7 +305,7 @@ public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements C
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.map(s -> s.properties).toArray(SpellProperties[]::new)));
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}else{
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// On the client side, wipe the spell properties so the new ones can be set
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// TESTME: Can we guarantee this happens before the packet arrives?
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// Not sure if we can guarantee this happens before the packet arrives, but it hasn't caused any problems yet!
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clearProperties();
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}
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}
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