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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@@ -308,7 +308,7 @@ public interface ISummonedCreature extends IEntityAdditionalSpawnData {
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if(this.hasParticleEffect() && thisEntity.world.isRemote && thisEntity.world.rand.nextInt(8) == 0)
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ParticleBuilder.create(Type.DARK_MAGIC)
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.pos(thisEntity.posX, thisEntity.posY + thisEntity.world.rand.nextDouble() * 1.5, thisEntity.posZ)
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.colour(0.1f, 0.0f, 0.0f)
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.clr(0.1f, 0.0f, 0.0f)
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.spawn(thisEntity.world);
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}
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