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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@@ -5,11 +5,12 @@ import java.util.List;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.SpellType;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.entity.construct.EntityLightningPulse;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.EntityLivingBase;
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@@ -72,14 +73,10 @@ public class LightningPulse extends Spell {
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}
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}
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if(!world.isRemote){
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// Surely neither of the commented lines would have done anything?
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EntityLightningPulse lightningpulse = new EntityLightningPulse(world);
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lightningpulse.setPosition(caster.posX, caster.getEntityBoundingBox().minY, caster.posZ);
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//lightningpulse.setCaster(caster);
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lightningpulse.lifetime = 7;
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//lightningpulse.damageMultiplier = modifiers.get(SpellModifiers.POTENCY);
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world.spawnEntity(lightningpulse);
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if(world.isRemote){
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ParticleBuilder.create(Type.LIGHTNING_PULSE).pos(caster.posX, caster.getEntityBoundingBox().minY
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+ WizardryUtilities.ANTI_Z_FIGHTING_OFFSET, caster.posZ)
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.scale(modifiers.get(WizardryItems.blast_upgrade)).spawn(world);
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}
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caster.swingArm(hand);
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