Comment that the glass block and bottle permit a minigame: try not to get encased by other players
Refactored ItemDropSnowball so you pass it the item used, and it drops what it should. This is so that I can put in complicated algorithms and keep 'em out of SnowballLogic itself. Made three examples: iron ingot is a 'lottery' that will get you 4 iron blocks 1/1000ths of the time, Leather gives you random leather garb, wooden tools or a book at random, Iron Block gives you random iron garb or tools on the assumption that you'll be able to do that anyway. Planned: Chest and Ender Chest geared towards just build-y things that aren't a big play advantage. Selection of these randomized things becomes important because if people think you can get a prize, they will just spam multiplied snowballs forever. Arguably no 'lottery' ones should exist for that reason.