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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@@ -69,8 +69,8 @@ public class EntityHealAura extends EntityMagicConstruct {
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ParticleBuilder.create(Type.SPARKLE)
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.pos(this.posX + radius * Math.cos(angle), this.posY, this.posZ + radius * Math.sin(angle))
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.vel(0, 0.05, 0)
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.lifetime(48 + this.rand.nextInt(12))
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.colour(1.0f, 1.0f, brightness)
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.time(48 + this.rand.nextInt(12))
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.clr(1.0f, 1.0f, brightness)
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.spawn(world);
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}
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}
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