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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@@ -125,8 +125,8 @@ public class EntityShadowWraith extends EntitySummonedCreature implements ISpell
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if(this.world.isRemote){
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for(int i = 0; i < 15; i++){
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float brightness = rand.nextFloat() * 0.4f;
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ParticleBuilder.create(Type.SPARKLE, this).vel(0, 0.05, 0).lifetime(20 + rand.nextInt(10))
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.colour(brightness, 0.0f, brightness).spawn(world);
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ParticleBuilder.create(Type.SPARKLE, this).vel(0, 0.05, 0).time(20 + rand.nextInt(10))
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.clr(brightness, 0.0f, brightness).spawn(world);
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}
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}
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}
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@@ -160,10 +160,10 @@ public class EntityShadowWraith extends EntitySummonedCreature implements ISpell
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float brightness = rand.nextFloat() * 0.2f;
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ParticleBuilder.create(Type.SPARKLE, this).vel(0, 0.05, 0).lifetime(20 + rand.nextInt(10))
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.colour(brightness, 0.0f, brightness).spawn(world);
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ParticleBuilder.create(Type.SPARKLE, this).vel(0, 0.05, 0).time(20 + rand.nextInt(10))
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.clr(brightness, 0.0f, brightness).spawn(world);
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ParticleBuilder.create(Type.DARK_MAGIC, this).colour(0.1f, 0.0f, 0.0f).spawn(world);
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ParticleBuilder.create(Type.DARK_MAGIC, this).clr(0.1f, 0.0f, 0.0f).spawn(world);
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}
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}
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