Fixed missing sound

Unable to play unknown soundEvent: minecraft:mob.attack
Targeting now able to be disrupted

- Changed ILockOnTarget method to take player
- Teleportation disrupts targeting
Only one PostTeleport event listener
Fixed BossDisplayData
Minor fix

If teleport already scheduled, instead of overwriting it directly, set
to the lower of the two values
Raised minimum exhaustion for Dash

- Made BASE_MOVE public
- Decreased Dash exhaustion modifier per level, so minimum is now 0.75F
instead of 0.5F
Dodge movement speed modifiers

Dodge render speed and evasion chance affected by movement speed, such
as slowness potions.
Renamed Mask Trader to EntityNPCMaskTrader
Moved IVillageDefender to AI package
Renamed Mask Trader to EntityNPCMaskTrader
Added IEntityEvil

- Interface for entities affected by Light Arrows
- Changed EntityCustomArrow calculateDamage method to return a float
instead of an int
Added IMeleeAttacker and EntityMeleeTracker

Used in combination, allows melee mobs to more accurately determine
whether an attack should 'hit'
Added IModelBiped

Allows biped-like models using the GenericRenderLiving to easily render
held items and helmets
Fix potential infinite loop
Standardized entity naming scheme
Removed import
Clean up
Added EntityNPCBase
Rewrote mob spawning

- EntityWizzrobe no longer tied to MagicType, but WizzrobeType
- Added localizations for MagicType names
- Completely rewrote mob spawning mechanics, making configurable biome
lists for each mob as well as for 'types' of biomes, biome type being a
determining factor in which mob subtype will be spawned
- Standardized config loading of biomes to all occur in postInit phase,
moving BossType's config into the class
- Standardized entity names
More flexible ItemZeldaSword

- Added swing speed and exhaustion as final class fields