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Fire Sprite Change (#8868)
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+9
-12
@@ -8,8 +8,8 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
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//#define FIREDBG
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#define FIRE_LIGHT_1 2 //These defines are the power of the light given off by fire at various stages
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#define FIRE_LIGHT_2 3
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#define FIRE_LIGHT_3 4
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#define FIRE_LIGHT_2 4
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#define FIRE_LIGHT_3 5
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/turf
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var/tmp/obj/fire/fire = null
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@@ -128,9 +128,9 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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blend_mode = BLEND_ADD
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icon = 'icons/effects/fire.dmi'
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icon_state = "1"
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light_color = "#ED9200"
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layer = ON_TURF_LAYER
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icon_state = "wavey_fire"
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light_color = LIGHT_COLOR_FIRE
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layer = ABOVE_MOB_LAYER
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var/firelevel = 1 //Calculated by gas_mixture.calculate_firelevel()
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@@ -147,14 +147,11 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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var/datum/gas_mixture/air_contents = my_tile.return_air()
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if(firelevel > 6)
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icon_state = "3"
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set_light(7, FIRE_LIGHT_3, no_update = TRUE) // We set color later in the proc, that should trigger an update.
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set_light(9, FIRE_LIGHT_3, no_update = TRUE) // We set color later in the proc, that should trigger an update.
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else if(firelevel > 2.5)
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icon_state = "2"
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set_light(5, FIRE_LIGHT_2, no_update = TRUE)
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set_light(7, FIRE_LIGHT_2, no_update = TRUE)
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else
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icon_state = "1"
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set_light(3, FIRE_LIGHT_1, no_update = TRUE)
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set_light(5, FIRE_LIGHT_1, no_update = TRUE)
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air_contents.adjust_gas("carbon_dioxide", firelevel * 0.07)
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@@ -193,7 +190,7 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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else
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enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume)
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set_light(l_color = color)
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set_light(l_color = fire_color(air_contents.temperature, TRUE))
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var/list/animate_targets = get_above_oo() + src
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for (var/thing in animate_targets)
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var/atom/movable/AM = thing
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