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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@@ -43,7 +43,7 @@ public class BlockCrystalFlower extends BlockBush {
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if(world.isRemote && random.nextBoolean()){
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ParticleBuilder.create(Type.SPARKLE)
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.pos(pos.getX() + random.nextDouble(), pos.getY() + random.nextDouble() / 2 + 0.5, pos.getZ() + random.nextDouble()).vel(0, 0.01, 0)
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.lifetime(20 + random.nextInt(10)).colour(0.5f + (random.nextFloat() / 2), 0.5f + (random.nextFloat() / 2),
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.time(20 + random.nextInt(10)).clr(0.5f + (random.nextFloat() / 2), 0.5f + (random.nextFloat() / 2),
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0.5f + (random.nextFloat() / 2)).spawn(world);
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}
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}
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@@ -70,9 +70,9 @@ public class BlockSpectral extends BlockContainer {
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// Top surface
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for(int i=0; i<2; i++){
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ParticleBuilder.create(Type.DUST)
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.pos(pos.getX() + random.nextDouble(), pos.getY() + 1, pos.getZ() + random.nextDouble())
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.lifetime((int)(16.0D / (Math.random() * 0.8D + 0.2D)))
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.colour(0.4f + random.nextFloat() * 0.2f, 0.6f + random.nextFloat() * 0.4f, 0.6f + random.nextFloat() * 0.4f)
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.pos(pos.getX() + random.nextDouble(), pos.getY() + random.nextDouble(), pos.getZ() + random.nextDouble())
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.time((int)(16.0D / (Math.random() * 0.8D + 0.2D)))
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.clr(0.4f + random.nextFloat() * 0.2f, 0.6f + random.nextFloat() * 0.4f, 0.6f + random.nextFloat() * 0.4f)
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.shaded(true).spawn(world);
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}
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}
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