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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@@ -127,7 +127,7 @@ public class Clairvoyance extends Spell {
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(nextPoint.x - point.x) / (float)PARTICLE_MOVEMENT_INTERVAL,
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(nextPoint.y - point.y) / (float)PARTICLE_MOVEMENT_INTERVAL,
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(nextPoint.z - point.z) / (float)PARTICLE_MOVEMENT_INTERVAL)
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.lifetime((int)(1800 * durationMultiplier)).colour(0, 1, 0.3f).spawn(world);
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.time((int)(1800 * durationMultiplier)).clr(0, 1, 0.3f).spawn(world);
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path.incrementPathIndex();
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path.incrementPathIndex();
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@@ -136,7 +136,7 @@ public class Clairvoyance extends Spell {
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point = path.getFinalPathPoint();
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ParticleBuilder.create(Type.PATH).pos(point.x + 0.5, point.y + 0.5, point.z + 0.5)
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.lifetime((int)(1800 * durationMultiplier)).colour(1, 1, 1).spawn(world);
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.time((int)(1800 * durationMultiplier)).clr(1, 1, 1).spawn(world);
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}
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@SubscribeEvent
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