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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@@ -32,6 +32,12 @@ public class EntityLightningArrow extends EntityMagicArrow {
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}
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this.playSound(WizardrySounds.SPELL_SPARK, 1.0F, 1.0F);
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@Override
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public void onBlockHit(RayTraceResult hit){
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if(this.world.isRemote){
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Vec3d vec = hit.hitVec.add(new Vec3d(hit.sideHit.getDirectionVec()).scale(WizardryUtilities.ANTI_Z_FIGHTING_OFFSET));
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ParticleBuilder.create(Type.SCORCH).pos(vec).face(hit.sideHit).clr(0.4f, 0.8f, 1).scale(0.6f).spawn(world);
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}
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}
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@Override
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