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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@@ -41,11 +41,11 @@ public class Flight extends Spell {
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double x = caster.posX - 1 + world.rand.nextDouble() * 2;
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double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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double z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).lifetime(15).colour(0.8f, 1, 0.5f).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(0.8f, 1, 0.5f).spawn(world);
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x = caster.posX - 1 + world.rand.nextDouble() * 2;
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y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).lifetime(15).colour(1, 1, 1).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(1, 1, 1).spawn(world);
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}
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if(ticksInUse % 24 == 0){
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