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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@@ -58,12 +58,12 @@ public class PlagueOfDarkness extends Spell {
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particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
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ParticleBuilder.create(Type.DARK_MAGIC).pos(particleX, caster.getEntityBoundingBox().minY, particleZ)
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.vel(particleX - caster.posX, 0, particleZ - caster.posZ).colour(0.1f, 0, 0).spawn(world);
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.vel(particleX - caster.posX, 0, particleZ - caster.posZ).clr(0.1f, 0, 0).spawn(world);
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particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
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ParticleBuilder.create(Type.SPARKLE).pos(particleX, caster.getEntityBoundingBox().minY, particleZ)
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.vel(particleX - caster.posX, 0, particleZ - caster.posZ).lifetime(30).colour(0.1f, 0, 0.05f).spawn(world);
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.vel(particleX - caster.posX, 0, particleZ - caster.posZ).time(30).clr(0.1f, 0, 0.05f).spawn(world);
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particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
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