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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@@ -46,7 +46,7 @@ public class EntityIceLance extends EntityMagicArrow {
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if(this.world.isRemote){
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for(int j = 0; j < 10; j++){
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ParticleBuilder.create(Type.ICE, this.rand, this.posX, this.posY, this.posZ, 0.5, true)
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.lifetime(20 + rand.nextInt(10)).gravity(true).spawn(world);
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.time(20 + rand.nextInt(10)).gravity(true).spawn(world);
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}
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}
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// Parameters for sound: sound event name, volume, pitch.
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