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Compatibility: Skulltaker vs. subclassed (variant) mobs #86

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@Reassembly

It appears that the code for checking whether the Axe of the Skulltaker drops heads uses the construction "event.entityLiving.getClass() == Entity[XXXX].class" to handle the addition of extra head drops. When used with FatherToast's Special Mobs mod (and potentially other mods), the Skulltaker's head-drop code never triggers.

This is because Special Mobs (by default) replaces vanilla mobs with versions subclassed from the original, which allows for not only the "Special" variants the mod adds, but enhancements to non-"Special" mobs (i.e. randomized size, health regeneration, spawning & AI tweaks, etc.).

If Forbidden Magic's Skulltaker code instead used the construction "event.entityLiving instanceof Entity[XXXX]" for zombies, skeletons, and creepers - as is aready done elsewhere in the code - then the Skulltaker would be able to properly harvest skulls from these subclassed mob types, and from other mods which add variant mob types.

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