Automatic spell sound creation, hurrah!

This commit is contained in:
Electroblob77
2020-01-27 14:39:47 +00:00
parent 7a247df3e1
commit dc7b6790b8
@@ -204,7 +204,7 @@ public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements C
* @see Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...) * @see Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...)
*/ */
protected SoundEvent[] createSounds(){ protected SoundEvent[] createSounds(){
return new SoundEvent[]{WizardrySounds.createSound("spell." + this.getRegistryName().getPath())}; return new SoundEvent[]{WizardrySounds.createSound(this.getRegistryName().getNamespace(), "spell." + this.getRegistryName().getPath())};
} }
// Note 1: The aim here is conciseness. Keeping the identifiers in the spell classes means we don't usually have to // Note 1: The aim here is conciseness. Keeping the identifiers in the spell classes means we don't usually have to