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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@@ -15,14 +15,11 @@ public class ParticleMagicFlame extends ParticleWizardry {
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public ParticleMagicFlame(World world, double x, double y, double z){
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super(world, x, y, z);
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// Not sure what these did but they sure as heck won't do anything now...
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// TESTME: If it looks the same as before, delete these.
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// this.motionX = this.motionX * 0.009999999776482582D + par8;
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// this.motionY = this.motionY * 0.009999999776482582D + par10;
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// this.motionZ = this.motionZ * 0.009999999776482582D + par12;
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this.flameScale = 1 + world.rand.nextFloat();
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this.setRBGColorF(1, 1, 1);
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this.particleAlpha = 1;
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this.particleMaxAge = (int)(2.0D / (Math.random() * 0.8D + 0.2D));
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this.shaded = false;
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// IDEA: Make the particles for ray spells collide properly and not spawn on the other side of stuff.
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this.canCollide = false;
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this.setParticleTextureIndex(48);
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