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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@@ -206,22 +206,13 @@ public final class WizardryEventHandler {
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// Static Aura
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if(event.getEntityLiving().isPotionActive(WizardryPotions.static_aura)){
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if(!world.isRemote){
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EntityArc arc = new EntityArc(world);
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arc.setEndpointCoords(event.getEntityLiving().posX, event.getEntityLiving().posY + 1,
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event.getEntityLiving().posZ, attacker.posX, attacker.posY + attacker.height / 2,
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attacker.posZ);
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world.spawnEntity(arc);
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}else{
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for(int i = 0; i < 8; i++){
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ParticleBuilder.create(Type.SPARK).pos(attacker.posX + world.rand.nextFloat() - 0.5,
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attacker.getEntityBoundingBox().minY + attacker.height / 2 + world.rand.nextFloat() * 2 - 1,
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attacker.posZ + world.rand.nextFloat() - 0.5).spawn(world);
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world.spawnParticle(EnumParticleTypes.SMOKE_LARGE, attacker.posX + world.rand.nextFloat() - 0.5,
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attacker.getEntityBoundingBox().minY + attacker.height / 2 + world.rand.nextFloat() * 2
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- 1,
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attacker.posZ + world.rand.nextFloat() - 0.5, 0, 0, 0);
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}
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if(world.isRemote){
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ParticleBuilder.create(Type.LIGHTNING).entity(event.getEntity()).pos(0, event.getEntity().height/2, 0)
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.target(attacker).spawn(world);
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ParticleBuilder.spawnShockParticles(world, attacker.posX,
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attacker.getEntityBoundingBox().minY + attacker.height, attacker.posZ);
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}
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attacker.attackEntityFrom(
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