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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@@ -76,10 +76,10 @@ public class MindControl extends SpellRay {
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for(int i=0; i<10; i++){
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ParticleBuilder.create(Type.DARK_MAGIC, world.rand, target.posX,
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target.getEntityBoundingBox().minY + target.getEyeHeight(), target.posZ, 0.25, false)
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.colour(0.8f, 0.2f, 1.0f).spawn(world);
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.clr(0.8f, 0.2f, 1.0f).spawn(world);
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ParticleBuilder.create(Type.DARK_MAGIC, world.rand, target.posX,
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target.getEntityBoundingBox().minY + target.getEyeHeight(), target.posZ, 0.25, false)
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.colour(0.2f, 0.04f, 0.25f).spawn(world);
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.clr(0.2f, 0.04f, 0.25f).spawn(world);
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}
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}
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