Add test cases for new particle effects; to be applied to everything once spells have been reorganised
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@@ -43,6 +43,17 @@ public class EntityMagicMissile extends EntityMagicArrow {
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@Override
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public void onEntityHit(EntityLivingBase entityHit){
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this.playSound(SoundEvents.ENTITY_GENERIC_HURT, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
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if(this.world.isRemote) spawnImpactParticles();
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}
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@Override
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public void onBlockHit(){
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if(this.world.isRemote) spawnImpactParticles();
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}
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private void spawnImpactParticles(){
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ParticleBuilder.create(Type.FLASH).pos(posX, posY, posZ).colour(0.5f + rand.nextFloat()/2, 0.5f + rand.nextFloat()/2,
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0.5f + rand.nextFloat()/2).spawn(world);
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}
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@Override
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