Well, in my case, I'm using this :
Spoiler
vSize = new Vector2f(sprite.getWidth() * modifier, sprite.getHeight() * modifier);
vGrowth = new Vector2f(2f * modifier, 2f * modifier);
vVelocity = new Vector2f(burstSpread / 2f * modifier, burstRange / 2f * modifier);
//VectorUtils.rotateAroundPivot(vVelocity, barrelLocation, weapon.getCurrAngle());
MagicRender.battlespace(sprite,
barrelLocation,
vVelocity,
vSize,
null,
weapon.getCurrAngle() - 90f,
0f,
flashColor,
true,
0.15f,
0.25f,
0.05f
);
as part of a EveryFrameWeaponEffectPlugin.
This particular battlespace is called with each shot of the weapon itself (which may be the problem but I'll wait for your answer).
Each shot fired from the magazine of the gun increase the modifier value, which add an unknown value to the original size, growth speed, and velocity, if I'm not mistaken.
On the next shot, the size of the sprite doesn't goes back to the initial witdh and height set by the vSize variable : The sprite stays bigger until the last round of this magazine, which suddenly pushes the size to extreme values (should multiply it but 1.5 or 1.8, but instead, the sprite fill the entire screen).
Does the battlespace stay "active" between two reading of this section, and thus, doesn't get "reset" anywhere ? From what I tried, I can only assume that the MagicRender.battlespace shouldn't be use this way on everyframe stuff ? Can I achieve something like this with singleframe instead ?
If you don't mind, I can give you my discord on mp. I don't know if you remember me, but I used to chat with you on Skype three years ago. And, I'm french too, by the way.