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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@@ -104,9 +104,9 @@ public class FrostRay extends SpellRay {
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@Override
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protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
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float brightness = world.rand.nextFloat();
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).lifetime(8 + world.rand.nextInt(12))
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.colour(0.4f + 0.6f * brightness, 0.6f + 0.4f*brightness, 1).spawn(world);
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ParticleBuilder.create(Type.SNOW).pos(x, y, z).vel(vx, vy, vz).lifetime(8 + world.rand.nextInt(12)).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).time(8 + world.rand.nextInt(12))
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.clr(0.4f + 0.6f * brightness, 0.6f + 0.4f*brightness, 1).spawn(world);
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ParticleBuilder.create(Type.SNOW).pos(x, y, z).vel(vx, vy, vz).time(8 + world.rand.nextInt(12)).spawn(world);
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}
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}
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