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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@@ -201,8 +201,10 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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/** Called when the projectile hits an entity. Override to add potion effects and such like. */
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protected void onEntityHit(EntityLivingBase entityHit){}
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/** Called when the projectile hits a block. Override to add sound effects and such like. */
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protected void onBlockHit(){}
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/** Called when the projectile hits a block. Override to add sound effects and such like.
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* @param hit A vector representing the exact coordinates of the hit; use this to centre particle effects, for
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* example. */
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protected void onBlockHit(RayTraceResult hit){}
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@Override
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public void onUpdate(){
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@@ -390,7 +392,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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this.inGround = true;
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this.arrowShake = 7;
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this.onBlockHit();
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this.onBlockHit(raytraceresult);
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if(this.stuckInBlock.getMaterial() != Material.AIR){
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this.stuckInBlock.getBlock().onEntityCollidedWithBlock(this.world, raytraceresult.getBlockPos(),
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