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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@@ -1,16 +1,19 @@
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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.WizardrySounds;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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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.util.DamageSource;
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import net.minecraft.util.EnumParticleTypes;
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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 EntityFireSigil extends EntityMagicConstruct {
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public EntityFireSigil(World world){
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@@ -38,16 +41,18 @@ public class EntityFireSigil extends EntityMagicConstruct {
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target.attackEntityFrom(this.getCaster() != null
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? MagicDamage.causeIndirectMagicDamage(this, this.getCaster(), DamageType.FIRE)
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: DamageSource.MAGIC, 6);
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: DamageSource.MAGIC, Spells.fire_sigil.getProperty(Spell.DAMAGE).floatValue()
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* damageMultiplier);
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// Removes knockback
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target.motionX = velX;
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target.motionY = velY;
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target.motionZ = velZ;
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if(!MagicDamage.isEntityImmune(DamageType.FIRE, target)) target.setFire(10);
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if(!MagicDamage.isEntityImmune(DamageType.FIRE, target))
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target.setFire(Spells.fire_sigil.getProperty(Spell.BURN_DURATION).intValue());
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this.playSound(SoundEvents.ENTITY_BLAZE_SHOOT, 1, 1);
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this.playSound(WizardrySounds.ENTITY_FIRE_SIGIL_TRIGGER, 1, 1);
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// The trap is destroyed once triggered.
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this.setDead();
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@@ -55,9 +60,9 @@ public class EntityFireSigil extends EntityMagicConstruct {
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}
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}else if(this.rand.nextInt(15) == 0){
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double radius = 0.5 + rand.nextDouble() * 0.3;
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double angle = rand.nextDouble() * Math.PI * 2;
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world.spawnParticle(EnumParticleTypes.FLAME, this.posX + radius * Math.cos(angle), this.posY + 0.1,
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this.posZ + radius * Math.sin(angle), 0, 0, 0);
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float angle = rand.nextFloat() * (float)Math.PI * 2;;
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world.spawnParticle(EnumParticleTypes.FLAME, this.posX + radius * MathHelper.cos(angle), this.posY + 0.1,
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this.posZ + radius * MathHelper.sin(angle), 0, 0, 0);
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}
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}
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