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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@@ -66,8 +66,8 @@ public class EntityForcefield extends EntityMagicConstruct {
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ParticleBuilder.create(Type.DUST)
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.pos(this.posX + radius * Math.cos(yaw) * Math.cos(pitch), this.posY + 3 + radius * Math.sin(pitch),
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this.posZ + radius * Math.sin(yaw) * Math.cos(pitch))
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.lifetime(48 + this.rand.nextInt(12))
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.colour(brightness, brightness, 1.0f).spawn(world);
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.time(48 + this.rand.nextInt(12))
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.clr(brightness, brightness, 1.0f).spawn(world);
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}
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}
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}
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