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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@@ -51,8 +51,8 @@ public class EntityIceWraith extends EntityBlazeMinion {
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.pos(this.posX - 0.5d + rand.nextDouble(), this.posY + this.height / 2 - 0.5d + rand.nextDouble(),
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this.posZ - 0.5d + rand.nextDouble())
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.vel(0, 0.05f, 0)
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.lifetime(20 + rand.nextInt(10))
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.colour(brightness, brightness + 0.1f, 1.0f)
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.time(20 + rand.nextInt(10))
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.clr(brightness, brightness + 0.1f, 1.0f)
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.spawn(world);
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}
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}
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