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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@@ -120,7 +120,7 @@ public class EntitySpiritHorse extends EntityHorse {
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double x = this.posX - this.width / 2 + this.rand.nextFloat() * width;
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double y = this.posY + this.height * this.rand.nextFloat() + 0.2f;
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double z = this.posZ - this.width / 2 + this.rand.nextFloat() * width;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).colour(0.8f, 0.8f, 1.0f).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).clr(0.8f, 0.8f, 1.0f).spawn(world);
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}
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}
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@@ -158,7 +158,7 @@ public class EntitySpiritHorse extends EntityHorse {
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double x = this.posX - this.width / 2 + this.rand.nextFloat() * width;
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double y = this.posY + this.height * this.rand.nextFloat() + 0.2f;
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double z = this.posZ - this.width / 2 + this.rand.nextFloat() * width;
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ParticleBuilder.create(Type.DUST).pos(x, y, z).colour(0.8f, 0.8f, 1.0f).shaded(true).spawn(world);
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ParticleBuilder.create(Type.DUST).pos(x, y, z).clr(0.8f, 0.8f, 1.0f).shaded(true).spawn(world);
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}
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// Spirit horse disappears a short time after being dismounted.
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