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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@@ -40,7 +40,6 @@ public class PotionFrost extends Potion implements ICustomPotionParticles {
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@Override
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public void spawnCustomParticle(World world, double x, double y, double z){
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ParticleBuilder.create(Type.SNOW).pos(x, y, z).lifetime(15 + world.rand.nextInt(5)).spawn(world);
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}
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@Override
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@@ -55,6 +54,7 @@ public class PotionFrost extends Potion implements ICustomPotionParticles {
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public void renderHUDEffect(int x, int y, PotionEffect effect, net.minecraft.client.Minecraft mc, float alpha){
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mc.renderEngine.bindTexture(ICON);
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WizardryUtilities.drawTexturedRect(x + 3, y + 3, 0, 0, 18, 18, 18, 18);
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ParticleBuilder.create(Type.SNOW).pos(x, y, z).time(15 + world.rand.nextInt(5)).spawn(world);
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}
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@SubscribeEvent
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