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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@@ -102,12 +102,11 @@ public class ChainLightning extends SpellRay {
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target.attackEntityFrom(MagicDamage.causeDirectMagicDamage(caster, DamageType.SHOCK), damage);
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}
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if(!world.isRemote){
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EntityArc arc = new EntityArc(world);
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arc.setEndpointCoords(caster.posX, caster.getEntityBoundingBox().minY + caster.height / 2, caster.posZ,
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target.posX, target.getEntityBoundingBox().minY + target.height / 2, target.posZ);
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world.spawnEntity(arc);
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}else{
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if(world.isRemote){
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ParticleBuilder.create(Type.LIGHTNING).entity(caster)
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.pos(caster != null ? origin.subtract(caster.getPositionVector()) : origin).target(target).spawn(world);
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ParticleBuilder.spawnShockParticles(world, target.posX, target.getEntityBoundingBox().minY + target.height/2, target.posZ);
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}
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