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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@@ -9,9 +9,7 @@ public class ParticleMagicBubble extends ParticleWizardry {
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public ParticleMagicBubble(World world, double x, double y, double z){
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super(world, x, y, z);
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this.particleRed = 1.0F;
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this.particleGreen = 1.0F;
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this.particleBlue = 1.0F;
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this.setRBGColorF(1, 1, 1);
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this.setParticleTextureIndex(32);
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this.setSize(0.02F, 0.02F);
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this.particleScale *= this.rand.nextFloat() * 0.6F + 0.2F;
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