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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@@ -148,8 +148,9 @@ public class EntityStormElemental extends EntitySummonedCreature implements ISpe
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float brightness = rand.nextFloat() * 0.2f;
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double dy = this.rand.nextDouble() * (double)this.height;
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ParticleBuilder.create(Type.SPARKLE_ROTATING).pos(this.posX, this.posY + dy, this.posZ)
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.lifetime(20 + rand.nextInt(10)).colour(0, brightness, brightness).radius(0.2f + 0.5f * dy).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(this.posX, this.posY + dy, this.posZ)
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.time(20 + rand.nextInt(10)).clr(0, brightness, brightness)//.entity(this)
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.spin(0.2 + 0.5 * dy, 0.1 + 0.05 * world.rand.nextDouble()).spawn(world);
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}
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}
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