Bit of an oversight there, this is supposed to be an API after all
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@@ -525,30 +525,42 @@ public abstract class ParticleWizardry extends Particle {
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// =============================================== Helper Methods ===============================================
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/** Internal overload for {@link ParticleWizardry#generateTextures(String, String, int)} which uses wizardry's mod
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* ID automatically. */
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public static ResourceLocation[] generateTextures(String stem, int n){
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return generateTextures(Wizardry.MODID, stem, n);
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}
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/** Static helper method that generates an array of n ResourceLocations using the particle file naming convention,
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* which is the given stem plus an underscore plus the integer index. */
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public static ResourceLocation[] generateTextures(String stem, int n){
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public static ResourceLocation[] generateTextures(String modID, String stem, int n){
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ResourceLocation[] textures = new ResourceLocation[n];
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for(int i=0; i<n; i++){
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textures[i] = new ResourceLocation(Wizardry.MODID, "particle/" + stem + "_" + i);
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textures[i] = new ResourceLocation(modID, "particle/" + stem + "_" + i);
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}
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return textures;
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}
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/** Internal overload for {@link ParticleWizardry#generateTextures(String, String, int, int)} which uses wizardry's
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* mod ID automatically. */
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public static ResourceLocation[][] generateTextures(String stem, int m, int n){
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return generateTextures(Wizardry.MODID, stem, m, n);
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}
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/** Static helper method that generates a 2D m x n array of ResourceLocations using the particle file naming
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* convention, which is the given stem plus an underscore plus the first index, plus an underscore plus the second
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* index. Useful for animated particles that also pick a random animation strip. */
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public static ResourceLocation[][] generateTextures(String stem, int m, int n){
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public static ResourceLocation[][] generateTextures(String modID, String stem, int m, int n){
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ResourceLocation[][] textures = new ResourceLocation[m][n];
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for(int i=0; i<m; i++){
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for(int j=0; j<n; j++){
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textures[i][j] = new ResourceLocation(Wizardry.MODID, "particle/" + stem + "_" + i + "_" + j);
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textures[i][j] = new ResourceLocation(modID, "particle/" + stem + "_" + i + "_" + j);
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}
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}
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