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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@@ -110,7 +110,7 @@ public class EntitySpiderMinion extends EntityCaveSpider implements ISummonedCre
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for(int i = 0; i < 15; i++){
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ParticleBuilder.create(Type.DARK_MAGIC)
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.pos(this.posX + this.rand.nextFloat(), this.posY + this.rand.nextFloat(), this.posZ + this.rand.nextFloat())
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.colour(0.1f, 0.2f, 0.0f)
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.clr(0.1f, 0.2f, 0.0f)
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.spawn(world);
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}
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}
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