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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@@ -221,7 +221,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
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// 0.5F.
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double y = (double)((float)this.posY - 0.5F + rand.nextFloat());
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double z = (double)((float)this.posZ + rand.nextFloat() * 2 - 1.0F);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1F, 0).colour(1, 1, 0.3f).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1F, 0).clr(1, 1, 0.3f).spawn(world);
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}
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}else{
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if(this.getHealth() < 10){
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