Mirror von
https://github.com/PaperMC/Paper.git
synchronisiert 2024-12-15 19:10:09 +01:00
385f313a8b
Upstream has released updates that appear to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: d41796de SPIGOT-7071: Add Player#stopSound(SoundCategory category) 61dae5b2 SPIGOT-7011, SPIGOT-7065: Overhaul of structures CraftBukkit Changes: 991aeda12 SPIGOT-1729, SPIGOT-7090: Keep precision in teleportation between worlds 5c9a5f628 SPIGOT-7071: Add Player#stopSound(SoundCategory category) 68f888ded SPIGOT-7011, SPIGOT-7065: Overhaul of structures 0231a3746 Remove outdated build delay. Spigot Changes: 475f6008 Rebuild patches 8ce1761f Rebuild patches
587 Zeilen
21 KiB
Diff
587 Zeilen
21 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Tue, 29 Aug 2017 23:58:48 -0400
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Subject: [PATCH] Expand World.spawnParticle API and add Builder
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Adds ability to control who receives it and who is the source/sender (vanish API)
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the standard API is to send the packet to everyone in the world, which is ineffecient.
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This adds a new Builder API which is much friendlier to use.
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diff --git a/src/main/java/com/destroystokyo/paper/ParticleBuilder.java b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
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new file mode 100644
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index 0000000000000000000000000000000000000000..f45b8cfd1611345e8d81ecb8297a586f05eb5dc6
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--- /dev/null
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+++ b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
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@@ -0,0 +1,485 @@
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+package com.destroystokyo.paper;
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+
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+import com.google.common.collect.Lists;
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+import org.bukkit.Color;
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+import org.bukkit.Location;
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+import org.bukkit.Particle;
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+import org.bukkit.World;
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+import org.bukkit.entity.Player;
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+import org.bukkit.util.NumberConversions;
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+
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+import java.util.Collection;
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+import java.util.List;
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+import org.jetbrains.annotations.NotNull;
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+import org.jetbrains.annotations.Nullable;
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+
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+/**
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+ * Helps prepare a particle to be sent to players.
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+ *
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+ * Usage of the builder is preferred over the super long {@link World#spawnParticle(Particle, Location, int, double, double, double, double, Object)} API
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+ */
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+public class ParticleBuilder {
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+
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+ private Particle particle;
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+ private List<Player> receivers;
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+ private Player source;
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+ private Location location;
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+ private int count = 1;
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+ private double offsetX = 0, offsetY = 0, offsetZ = 0;
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+ private double extra = 1;
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+ private Object data;
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+ private boolean force = true;
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+
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+ public ParticleBuilder(@NotNull Particle particle) {
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+ this.particle = particle;
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+ }
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+
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+ /**
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+ * Sends the particle to all receiving players (or all). This method is safe to use
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+ * Asynchronously
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+ *
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder spawn() {
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+ if (this.location == null) {
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+ throw new IllegalStateException("Please specify location for this particle");
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+ }
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+ location.getWorld().spawnParticle(particle, receivers, source,
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+ location.getX(), location.getY(), location.getZ(),
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+ count, offsetX, offsetY, offsetZ, extra, data, force
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+ );
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+ return this;
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+ }
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+
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+ /**
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+ * @return The particle going to be sent
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+ */
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+ @NotNull
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+ public Particle particle() {
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+ return particle;
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+ }
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+
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+ /**
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+ * Changes what particle will be sent
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+ *
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+ * @param particle The particle
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder particle(@NotNull Particle particle) {
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+ this.particle = particle;
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+ return this;
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+ }
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+
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+ /**
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+ * @return List of players who will receive the particle, or null for all in world
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+ */
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+ @Nullable
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+ public List<Player> receivers() {
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+ return receivers;
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+ }
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+
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+ /**
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+ * Example use:
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+ *
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+ * builder.receivers(16); if (builder.hasReceivers()) { sendParticleAsync(builder); }
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+ *
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+ * @return If this particle is going to be sent to someone
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+ */
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+ public boolean hasReceivers() {
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+ return (receivers == null && !location.getWorld().getPlayers().isEmpty()) || (
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+ receivers != null && !receivers.isEmpty());
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+ }
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+
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+ /**
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+ * Sends this particle to all players in the world. This is rather silly and you should likely not
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+ * be doing this.
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+ *
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+ * Just be a logical person and use receivers by radius or collection.
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+ *
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder allPlayers() {
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+ this.receivers = null;
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+ return this;
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+ }
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+
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+ /**
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+ * @param receivers List of players to receive this particle, or null for all players in the
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+ * world
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(@Nullable List<Player> receivers) {
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+ // Had to keep this as we first made API List<> and not Collection, but removing this may break plugins compiled on older jars
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+ // TODO: deprecate?
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+ this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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+ return this;
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+ }
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+
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+ /**
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+ * @param receivers List of players to receive this particle, or null for all players in the
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+ * world
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(@Nullable Collection<Player> receivers) {
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+ this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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+ return this;
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+ }
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+
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+ /**
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+ * @param receivers List of players to be receive this particle, or null for all players in the
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+ * world
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(@Nullable Player... receivers) {
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+ this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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+ return this;
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+ }
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+
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+ /**
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+ * Selects all players within a cuboid selection around the particle location, within the
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+ * specified bounding box. If you want a more spherical check, see {@link #receivers(int,
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+ * boolean)}
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+ *
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+ * @param radius amount to add on all axis
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(int radius) {
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+ return receivers(radius, radius);
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+ }
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+
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+ /**
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+ * Selects all players within the specified radius around the particle location. If byDistance is
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+ * false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is
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+ * true, radius is tested by distance in a spherical shape
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+ *
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+ * @param radius amount to add on each axis
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+ * @param byDistance true to use a spherical radius, false to use a cuboid
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(int radius, boolean byDistance) {
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+ if (!byDistance) {
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+ return receivers(radius, radius, radius);
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+ } else {
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+ this.receivers = Lists.newArrayList();
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+ for (Player nearbyPlayer : location.getWorld()
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+ .getNearbyPlayers(location, radius, radius, radius)) {
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+ Location loc = nearbyPlayer.getLocation();
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+ double x = NumberConversions.square(location.getX() - loc.getX());
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+ double y = NumberConversions.square(location.getY() - loc.getY());
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+ double z = NumberConversions.square(location.getZ() - loc.getZ());
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+ if (Math.sqrt(x + y + z) > radius) {
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+ continue;
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+ }
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+ this.receivers.add(nearbyPlayer);
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+ }
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+ return this;
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+ }
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+ }
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+
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+ /**
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+ * Selects all players within a cuboid selection around the particle location, within the
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+ * specified bounding box. Allows specifying a different Y size than X and Z If you want a more
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+ * cylinder check, see {@link #receivers(int, int, boolean)} If you want a more spherical check,
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+ * see {@link #receivers(int, boolean)}
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+ *
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+ * @param xzRadius amount to add on the x/z axis
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+ * @param yRadius amount to add on the y axis
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(int xzRadius, int yRadius) {
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+ return receivers(xzRadius, yRadius, xzRadius);
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+ }
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+
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+ /**
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+ * Selects all players within the specified radius around the particle location. If byDistance is
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+ * false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is
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+ * true, radius is tested by distance on the y plane and on the x/z plane, in a cylinder shape.
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+ *
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+ * @param xzRadius amount to add on the x/z axis
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+ * @param yRadius amount to add on the y axis
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+ * @param byDistance true to use a cylinder shape, false to use cuboid
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(int xzRadius, int yRadius, boolean byDistance) {
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+ if (!byDistance) {
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+ return receivers(xzRadius, yRadius, xzRadius);
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+ } else {
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+ this.receivers = Lists.newArrayList();
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+ for (Player nearbyPlayer : location.getWorld()
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+ .getNearbyPlayers(location, xzRadius, yRadius, xzRadius)) {
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+ Location loc = nearbyPlayer.getLocation();
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+ if (Math.abs(loc.getY() - this.location.getY()) > yRadius) {
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+ continue;
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+ }
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+ double x = NumberConversions.square(location.getX() - loc.getX());
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+ double z = NumberConversions.square(location.getZ() - loc.getZ());
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+ if (x + z > NumberConversions.square(xzRadius)) {
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+ continue;
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+ }
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+ this.receivers.add(nearbyPlayer);
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+ }
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+ return this;
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+ }
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+ }
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+
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+ /**
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+ * Selects all players within a cuboid selection around the particle location, within the
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+ * specified bounding box. If you want a more cylinder check, see {@link #receivers(int, int,
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+ * boolean)} If you want a more spherical check, see {@link #receivers(int, boolean)}
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+ *
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+ * @param xRadius amount to add on the x axis
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+ * @param yRadius amount to add on the y axis
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+ * @param zRadius amount to add on the z axis
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder receivers(int xRadius, int yRadius, int zRadius) {
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+ if (location == null) {
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+ throw new IllegalStateException("Please set location first");
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+ }
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+ return receivers(location.getWorld().getNearbyPlayers(location, xRadius, yRadius, zRadius));
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+ }
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+
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+ /**
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+ * @return The player considered the source of this particle (for Visibility concerns), or null
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+ */
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+ @Nullable
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+ public Player source() {
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+ return source;
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+ }
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+
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+ /**
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+ * Sets the source of this particle for visibility concerns (Vanish API)
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+ *
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+ * @param source The player who is considered the source
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder source(@Nullable Player source) {
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+ this.source = source;
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+ return this;
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+ }
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+
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+ /**
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+ * @return Location of where the particle will spawn
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+ */
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+ @Nullable
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+ public Location location() {
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+ return location;
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+ }
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+
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+ /**
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+ * Sets the location of where to spawn the particle
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+ *
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+ * @param location The location of the particle
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder location(@NotNull Location location) {
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+ this.location = location.clone();
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+ return this;
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+ }
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+
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+ /**
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+ * Sets the location of where to spawn the particle
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+ *
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+ * @param world World to spawn particle in
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+ * @param x X location
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+ * @param y Y location
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+ * @param z Z location
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder location(@NotNull World world, double x, double y, double z) {
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+ this.location = new Location(world, x, y, z);
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+ return this;
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+ }
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+
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+ /**
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+ * @return Number of particles to spawn
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+ */
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+ public int count() {
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+ return count;
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+ }
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+
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+ /**
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+ * Sets the number of particles to spawn
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+ *
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+ * @param count Number of particles
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder count(int count) {
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+ this.count = count;
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+ return this;
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+ }
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+
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+ /**
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+ * Particle offset X. Varies by particle on how this is used
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+ *
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+ * @return Particle offset X.
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+ */
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+ public double offsetX() {
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+ return offsetX;
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+ }
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+
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+ /**
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+ * Particle offset Y. Varies by particle on how this is used
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+ *
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+ * @return Particle offset Y.
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+ */
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+ public double offsetY() {
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+ return offsetY;
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+ }
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+
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+ /**
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+ * Particle offset Z. Varies by particle on how this is used
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+ *
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+ * @return Particle offset Z.
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+ */
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+ public double offsetZ() {
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+ return offsetZ;
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+ }
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+
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+ /**
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+ * Sets the particle offset. Varies by particle on how this is used
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+ *
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+ * @param offsetX Particle offset X
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+ * @param offsetY Particle offset Y
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+ * @param offsetZ Particle offset Z
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder offset(double offsetX, double offsetY, double offsetZ) {
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+ this.offsetX = offsetX;
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+ this.offsetY = offsetY;
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+ this.offsetZ = offsetZ;
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+ return this;
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+ }
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+
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+ /**
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+ * Gets the Particle extra data. Varies by particle on how this is used
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+ *
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+ * @return the extra particle data
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+ */
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+ public double extra() {
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+ return extra;
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+ }
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+
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+ /**
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+ * Sets the particle extra data. Varies by particle on how this is used
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+ *
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+ * @param extra the extra particle data
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder extra(double extra) {
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+ this.extra = extra;
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+ return this;
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+ }
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+
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+ /**
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+ * Gets the particle custom data. Varies by particle on how this is used
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+ *
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+ * @param <T> The Particle data type
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+ * @return the ParticleData for this particle
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+ */
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+ @Nullable
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+ public <T> T data() {
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+ //noinspection unchecked
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+ return (T) data;
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+ }
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+
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+ /**
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+ * Sets the particle custom data. Varies by particle on how this is used
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+ *
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+ * @param data The new particle data
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+ * @param <T> The Particle data type
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public <T> ParticleBuilder data(@Nullable T data) {
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+ this.data = data;
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+ return this;
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+ }
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+
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+ /**
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+ * @return whether the particle is forcefully shown to players.
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+ */
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+ public boolean force() {
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+ return force;
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+ }
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+
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+ /**
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+ * Sets whether the particle is forcefully shown to the player. If forced, the particle will show
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+ * faraway, as far as the player's view distance allows. If false, the particle will show
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+ * according to the client's particle settings.
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+ *
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+ * @param force true to force, false for normal
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder force(boolean force) {
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+ this.force = force;
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+ return this;
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+ }
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+
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+ /**
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+ * Sets the particle Color. Only valid for REDSTONE.
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+ *
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+ * @param color the new particle color
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder color(@Nullable Color color) {
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+ return color(color, 1);
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+ }
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+
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+ /**
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+ * Sets the particle Color and size. Only valid for REDSTONE.
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+ *
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+ * @param color the new particle color
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+ * @param size the size of the particle
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+ * @return a reference to this object.
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+ */
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+ @NotNull
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+ public ParticleBuilder color(@Nullable Color color, float size) {
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+ if (particle != Particle.REDSTONE && color != null) {
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+ throw new IllegalStateException("Color may only be set on REDSTONE");
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+ }
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+
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+ // We don't officially support reusing these objects, but here we go
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+ if (color == null) {
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+ if (data instanceof Particle.DustOptions) {
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+ return data(null);
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+ } else {
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+ return this;
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+ }
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+ }
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+
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+ return data(new Particle.DustOptions(color, size));
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+ }
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+
|
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+ /**
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+ * Sets the particle Color.
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+ * Only valid for REDSTONE.
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+ * @param r red color component
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+ * @param g green color component
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+ * @param b blue color component
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+ * @return a reference to this object.
|
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+ */
|
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+ @NotNull
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+ public ParticleBuilder color(int r, int g, int b) {
|
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+ return color(Color.fromRGB(r, g, b));
|
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+ }
|
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+}
|
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diff --git a/src/main/java/org/bukkit/Particle.java b/src/main/java/org/bukkit/Particle.java
|
|
index 9f646171b3ac617fb5217d5ab9c106c3100a8c8d..2315fffc4a1a5bebc50a703e9df59df8121c2200 100644
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--- a/src/main/java/org/bukkit/Particle.java
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+++ b/src/main/java/org/bukkit/Particle.java
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@@ -160,6 +160,17 @@ public enum Particle {
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return dataType;
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}
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+ // Paper start - Particle API expansion
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+ /**
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+ * Creates a {@link com.destroystokyo.paper.ParticleBuilder}
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+ *
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+ * @return a {@link com.destroystokyo.paper.ParticleBuilder} for the particle
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+ */
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+ @NotNull
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+ public com.destroystokyo.paper.ParticleBuilder builder() {
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+ return new com.destroystokyo.paper.ParticleBuilder(this);
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+ }
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+ // Paper end
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/**
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* Options which can be applied to redstone dust particles - a particle
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* color and size.
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diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java
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index cf7baa9cd691b02aeaa4d94d5e999e661e003a44..9ffe69abd0aa706d56e4eff3587cb453a437ba26 100644
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--- a/src/main/java/org/bukkit/World.java
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+++ b/src/main/java/org/bukkit/World.java
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@@ -2787,7 +2787,57 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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* @param data the data to use for the particle or null,
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* the type of this depends on {@link Particle#getDataType()}
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*/
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- public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data);
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+ public default <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, null, null, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }// Paper start - Expand Particle API
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+ /**
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+ * Spawns the particle (the number of times specified by count)
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+ * at the target location. The position of each particle will be
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+ * randomized positively and negatively by the offset parameters
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+ * on each axis.
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+ *
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+ * @param particle the particle to spawn
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+ * @param receivers List of players to receive the particles, or null for all in world
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+ * @param source Source of the particles to be used in visibility checks, or null if no player source
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+ * @param x the position on the x axis to spawn at
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+ * @param y the position on the y axis to spawn at
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+ * @param z the position on the z axis to spawn at
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+ * @param count the number of particles
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+ * @param offsetX the maximum random offset on the X axis
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+ * @param offsetY the maximum random offset on the Y axis
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+ * @param offsetZ the maximum random offset on the Z axis
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+ * @param extra the extra data for this particle, depends on the
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+ * particle used (normally speed)
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+ * @param data the data to use for the particle or null,
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+ * the type of this depends on {@link Particle#getDataType()}
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+ * @param <T> Type
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+ */
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+ public default <T> void spawnParticle(@NotNull Particle particle, @Nullable List<Player> receivers, @NotNull Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, receivers, source, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }
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+ /**
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+ * Spawns the particle (the number of times specified by count)
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+ * at the target location. The position of each particle will be
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+ * randomized positively and negatively by the offset parameters
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+ * on each axis.
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+ *
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+ * @param particle the particle to spawn
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+ * @param receivers List of players to receive the particles, or null for all in world
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+ * @param source Source of the particles to be used in visibility checks, or null if no player source
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+ * @param x the position on the x axis to spawn at
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+ * @param y the position on the y axis to spawn at
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+ * @param z the position on the z axis to spawn at
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+ * @param count the number of particles
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+ * @param offsetX the maximum random offset on the X axis
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+ * @param offsetY the maximum random offset on the Y axis
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+ * @param offsetZ the maximum random offset on the Z axis
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+ * @param extra the extra data for this particle, depends on the
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+ * particle used (normally speed)
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+ * @param data the data to use for the particle or null,
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+ * the type of this depends on {@link Particle#getDataType()}
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+ * @param <T> Type
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+ * @param force allows the particle to be seen further away from the player
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+ * and shows to players using any vanilla client particle settings
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+ */
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+ public <T> void spawnParticle(@NotNull Particle particle, @Nullable List<Player> receivers, @Nullable Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
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+ // Paper end
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+
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|
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/**
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* Spawns the particle (the number of times specified by count)
|