make Throwable
Registers throw behaviour from a prebuilt Data. No-op if the item is already throwable.
fun makeThrowable(item: EffectiveItem, velocity: Double = 1.5, consumeOnThrow: Boolean = true, throwSound: Sound? = Sound.ENTITY_SNOWBALL_THROW, onHit: (ProjectileHitEvent) -> Unit)
Convenience overload that builds the Data from individual arguments.