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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@@ -27,7 +27,11 @@ public class EntitySmokeBomb extends EntityBomb {
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// Particle effect
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if(world.isRemote){
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ParticleBuilder.create(Type.FLASH).pos(this.getPositionVector()).scale(5 * blastMultiplier).clr(0, 0, 0).spawn(world);
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this.world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, this.posX, this.posY, this.posZ, 0, 0, 0);
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for(int i = 0; i < 60 * blastMultiplier; i++){
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this.world.spawnParticle(EnumParticleTypes.SMOKE_LARGE,
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@@ -37,7 +41,7 @@ public class EntitySmokeBomb extends EntityBomb {
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float brightness = rand.nextFloat() * 0.3f;
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ParticleBuilder.create(Type.DARK_MAGIC, rand, posX, posY, posZ, 2*blastMultiplier, false)
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.colour(brightness, brightness, brightness).spawn(world);
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.clr(brightness, brightness, brightness).spawn(world);
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}
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}
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