Replace glide end sound with dummy sound (which for some reason seems not to play at all? Oh well ¯\_(ツ)_/¯), fixes #646
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@@ -8,6 +8,7 @@ import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumHand;
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import net.minecraft.world.World;
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import net.minecraft.world.World;
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@@ -24,14 +25,14 @@ public class Glide extends Spell {
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@Override
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@Override
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protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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if(ticksInUse == 0 && world.isRemote) Wizardry.proxy.playSpellSoundLoop(entity, this, this.sounds[0], this.sounds[0], this.sounds[0],
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if(ticksInUse == 0 && world.isRemote) Wizardry.proxy.playSpellSoundLoop(entity, this, this.sounds[0], this.sounds[0], SoundEvents.UI_TOAST_OUT,
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WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
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WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
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}
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}
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@Override
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@Override
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protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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if(ticksInUse == 0 && world.isRemote){
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if(ticksInUse == 0 && world.isRemote){
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Wizardry.proxy.playSpellSoundLoop(world, x, y, z, this, this.sounds[0], this.sounds[0], this.sounds[0],
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Wizardry.proxy.playSpellSoundLoop(world, x, y, z, this, this.sounds[0], this.sounds[0], SoundEvents.UI_TOAST_OUT,
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WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f), duration);
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WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f), duration);
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}
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}
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}
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}
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