The great particle refactoring part 2: Splitting and Streamlining!
- Splits all particle textures into individual files intead of sprite sheets - Replaces arc and lightning pulse entities with particles - Pulls particle code up to the general ParticleWizardry so behaviours such as spin can be applied to all particle types - Renames a few ParticleBuilder methods for conciseness. - Adds a few new particle effects to various spells and entities, with a slight tweak to EntityMagicArrow#onBlockHit to facilitate impact effects
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@@ -70,8 +70,6 @@ public class CommonProxy {
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public void spawnTornadoParticle(World world, double x, double y, double z, double velX, double velZ, double radius,
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int maxAge, IBlockState block, BlockPos pos){
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}
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public void spawnEntityParticle(World world, Entity entity, int maxAge, float r, float g, float b){}
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// SECTION Items
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// ===============================================================================================================
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