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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@@ -17,13 +17,13 @@ public class ParticleFlash extends ParticleWizardry {
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super(world, x, y, z);
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this.setRBGColorF(1, 1, 1);
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this.particleScale = 0.6f; // 7.1f is the value used in fireworks
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this.particleMaxAge = 4;
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this.particleMaxAge = 6;
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}
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@Override
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public void renderParticle(BufferBuilder buffer, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ){
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float f4 = particleScale * MathHelper.sin(((float)this.particleAge + partialTicks - 1.0F) * 0.25F * (float)Math.PI);
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this.setAlphaF(0.6F - ((float)this.particleAge + partialTicks - 1.0F) * 0.25F * 0.5F);
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float f4 = particleScale * MathHelper.sin(((float)this.particleAge + partialTicks - 1.0F)/particleMaxAge * (float)Math.PI);
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this.setAlphaF(0.6F - ((float)this.particleAge + partialTicks - 1.0F)/particleMaxAge * 0.5F);
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float f5 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
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float f6 = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
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float f7 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);
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