The great particle refactoring part 1: Introducing ParticleBuilder!
Adds ParticleBuilder to replace the particle spawning methods in the proxies, and changes all particle spawning to use the builder except for in the spell classes, which are to be reorganised first.
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@@ -9,26 +9,20 @@ import net.minecraftforge.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class ParticleIce extends ParticleCustomTexture {
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private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
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"textures/particle/ice_particles.png");
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private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/particle/ice_particles.png");
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public ParticleIce(World world, double x, double y, double z, double vx, double vy, double vz){
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super(world, x, y, z, vx, vy, vz);
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}
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public ParticleIce(World world, double x, double y, double z, double vx, double vy, double vz, int maxAge){
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super(world, x, y, z, vx, vy, vz, maxAge);
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}
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@Override
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public void init(){
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public ParticleIce(World world, double x, double y, double z){
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super(world, x, y, z);
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this.setParticleTextureIndex(rand.nextInt(8));
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this.particleScale *= 0.75f;
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this.particleGravity = 1;
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this.canCollide = true;
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this.fullBrightness = true;
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// Defaults
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this.particleScale *= 0.75f;
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this.setGravity(true);
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this.shaded = false;
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}
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@Override
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public ResourceLocation getTexture(){
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return TEXTURE;
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