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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@@ -41,14 +41,17 @@ public class EntityDecoy extends EntitySummonedCreature {
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@Override
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public void onDespawn(){
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super.onDespawn();
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for(int i = 0; i < 20; i++){
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ParticleBuilder.create(Type.DUST)
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.pos(this.posX + (this.rand.nextDouble() - 0.5) * this.width, this.getEntityBoundingBox().minY
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+ this.rand.nextDouble() * this.height, this.posZ + (this.rand.nextDouble() - 0.5) * this.width)
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.lifetime(40)
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.colour(0.2f, 1.0f, 0.8f)
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.shaded(true)
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.spawn(world);
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if(world.isRemote){
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for(int i = 0; i < 20; i++){
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ParticleBuilder.create(Type.DUST)
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.pos(this.posX + (this.rand.nextDouble() - 0.5) * this.width, this.getEntityBoundingBox().minY
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+ this.rand.nextDouble() * this.height, this.posZ + (this.rand.nextDouble() - 0.5) * this.width)
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.time(40)
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.clr(0.2f, 1.0f, 0.8f)
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.shaded(true)
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.spawn(world);
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}
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}
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}
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