Correct death message lang key in code, fixes #41
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@@ -64,9 +64,9 @@ import net.minecraft.util.EntityDamageSource;
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public class MagicDamage extends EntityDamageSource implements IElementalDamage {
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public class MagicDamage extends EntityDamageSource implements IElementalDamage {
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/** The name of the damagesource for direct magic damage from the wizardry mod. */
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/** The name of the damagesource for direct magic damage from the wizardry mod. */
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public static final String DIRECT_MAGIC_DAMAGE = "wizardryMagic";
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public static final String DIRECT_MAGIC_DAMAGE = "wizardry_magic";
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/** The name of the damagesource for indirect magic damage from the wizardry mod. */
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/** The name of the damagesource for indirect magic damage from the wizardry mod. */
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public static final String INDIRECT_MAGIC_DAMAGE = "indirectWizardryMagic";
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public static final String INDIRECT_MAGIC_DAMAGE = "indirect_wizardry_magic";
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// Technically, I don't need to specify that the classes in this map must extend entity, but it's good practice to.
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// Technically, I don't need to specify that the classes in this map must extend entity, but it's good practice to.
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private static final Map<Class<? extends Entity>, DamageType[]> immunityMapping = new HashMap<Class<? extends Entity>, DamageType[]>();
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private static final Map<Class<? extends Entity>, DamageType[]> immunityMapping = new HashMap<Class<? extends Entity>, DamageType[]>();
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@@ -169,7 +169,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
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}
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}
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/**
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/**
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* Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla
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* Returns a DamageSource called "wizardry_magic" with the given entity as the caster. Use in preference to vanilla
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* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does
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* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does
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* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
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* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
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* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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@@ -190,7 +190,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
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}
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}
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/**
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/**
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* Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla
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* Returns a DamageSource called "wizardry_magic" with the given entity as the caster. Use in preference to vanilla
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* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does
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* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does
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* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
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* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
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* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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@@ -212,7 +212,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
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}
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}
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/**
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/**
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* Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla
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* Returns a DamageSource called "indirect_wizardry_magic" with the player as the caster. Use in preference to vanilla
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* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
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* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
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* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
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* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
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* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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@@ -234,7 +234,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
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}
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}
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/**
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/**
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* Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla
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* Returns a DamageSource called "indirect_wizardry_magic" with the player as the caster. Use in preference to vanilla
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* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
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* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
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* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
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* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
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* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
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