That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
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@@ -1,17 +1,20 @@
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package electroblob.wizardry.entity.construct;
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import java.util.List;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.world.World;
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import java.util.List;
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public class EntityDecay extends EntityMagicConstruct {
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public int textureIndex = 0;
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@@ -29,7 +32,7 @@ public class EntityDecay extends EntityMagicConstruct {
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super.onUpdate();
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if(this.rand.nextInt(700) == 0 && this.ticksExisted + 100 < lifetime)
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this.playSound(SoundEvents.BLOCK_LAVA_AMBIENT, 0.2F + rand.nextFloat() * 0.2F,
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this.playSound(WizardrySounds.ENTITY_DECAY_AMBIENT, 0.2F + rand.nextFloat() * 0.2F,
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0.6F + rand.nextFloat() * 0.15F);
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if(!this.world.isRemote){
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@@ -41,18 +44,19 @@ public class EntityDecay extends EntityMagicConstruct {
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// damaged each tick.
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// In this case, we do want particles to be shown.
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if(!target.isPotionActive(WizardryPotions.decay))
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target.addPotionEffect(new PotionEffect(WizardryPotions.decay, lifetime, 0));
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target.addPotionEffect(new PotionEffect(WizardryPotions.decay,
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Spells.decay.getProperty(Spell.EFFECT_DURATION).intValue(), 0));
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}
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}
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}else if(this.rand.nextInt(15) == 0){
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double radius = rand.nextDouble() * 0.8;
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double angle = rand.nextDouble() * Math.PI * 2;
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float angle = rand.nextFloat() * (float)Math.PI * 2;
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float brightness = rand.nextFloat() * 0.4f;
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ParticleBuilder.create(Type.DARK_MAGIC)
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.pos(this.posX + radius * Math.cos(angle), this.posY, this.posZ + radius * Math.sin(angle))
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.pos(this.posX + radius * MathHelper.cos(angle), this.posY, this.posZ + radius * MathHelper.sin(angle))
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.clr(brightness, 0, brightness + 0.1f)
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.spawn(world);
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}
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