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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@@ -53,7 +53,7 @@ public class EntityDecay extends EntityMagicConstruct {
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ParticleBuilder.create(Type.DARK_MAGIC)
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.pos(this.posX + radius * Math.cos(angle), this.posY, this.posZ + radius * Math.sin(angle))
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.colour(brightness, 0, brightness + 0.1f)
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.clr(brightness, 0, brightness + 0.1f)
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.spawn(world);
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}
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}
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