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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@@ -140,12 +140,14 @@ public class EntityTornado extends EntityMagicConstruct {
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if(block.getMaterial() == Material.SNOW || block.getMaterial() == Material.CRAFTED_SNOW)
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type = Type.SNOW;
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double yPos1 = rand.nextDouble() * 8;
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ParticleBuilder.create(type)
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.pos(this.posX + (rand.nextDouble() * 2 - 1) * (yPos1 / 3 + 0.5d), this.posY + yPos1,
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this.posZ + (rand.nextDouble() * 2 - 1) * (yPos1 / 3 + 0.5d))
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.lifetime(40 + rand.nextInt(10))
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.spawn(world);
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if(type != null){
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double yPos1 = rand.nextDouble() * 8;
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ParticleBuilder.create(type)
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.pos(this.posX + (rand.nextDouble() * 2 - 1) * (yPos1 / 3 + 0.5d), this.posY + yPos1,
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this.posZ + (rand.nextDouble() * 2 - 1) * (yPos1 / 3 + 0.5d))
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.time(40 + rand.nextInt(10))
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.spawn(world);
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}
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}
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}
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}
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