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47 lines
1.2 KiB
Plaintext
47 lines
1.2 KiB
Plaintext
/////////////////////////////////////////////
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//SPARK SYSTEM (like steam system)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like the RCD, so then you can just call start() and the sparks
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// will always spawn at the items location.
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/////////////////////////////////////////////
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/obj/effect/particle_effect/sparks
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name = "sparks"
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icon_state = "sparks"
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anchored = 1
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light_range = 1
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/obj/effect/particle_effect/sparks/New()
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..()
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flick("sparks", src) // replay the animation
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playsound(src.loc, "sparks", 100, 1)
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var/turf/T = loc
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if(isturf(T))
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T.hotspot_expose(1000,100)
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QDEL_IN(src, 20)
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/obj/effect/particle_effect/sparks/Destroy()
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var/turf/T = loc
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if(isturf(T))
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T.hotspot_expose(1000,100)
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return ..()
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/obj/effect/particle_effect/sparks/Move()
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..()
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var/turf/T = loc
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if(isturf(T))
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T.hotspot_expose(1000,100)
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/datum/effect_system/spark_spread
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effect_type = /obj/effect/particle_effect/sparks
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//electricity
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/obj/effect/particle_effect/sparks/electricity
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name = "lightning"
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icon_state = "electricity"
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/datum/effect_system/lightning_spread
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effect_type = /obj/effect/particle_effect/sparks/electricity
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