Automatic spell sound creation, hurrah!
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@@ -204,7 +204,7 @@ public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements C
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* @see Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...)
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* @see Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...)
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*/
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*/
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protected SoundEvent[] createSounds(){
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protected SoundEvent[] createSounds(){
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return new SoundEvent[]{WizardrySounds.createSound("spell." + this.getRegistryName().getPath())};
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return new SoundEvent[]{WizardrySounds.createSound(this.getRegistryName().getNamespace(), "spell." + this.getRegistryName().getPath())};
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}
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}
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// Note 1: The aim here is conciseness. Keeping the identifiers in the spell classes means we don't usually have to
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// Note 1: The aim here is conciseness. Keeping the identifiers in the spell classes means we don't usually have to
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