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This PR is way less than the file changes make it seem like it is. Okay, first, the boring part: - Picking up burning items is now a signal registered on the burning component itself, instead of being a direct /obj/item/attack_hand() check - Sear sound now has an SFX define for convenience, since it is very commonly used - Fire stacks when extinguished on mobs will no longer clean acid on items (WTF?)
36 lines
1.1 KiB
Plaintext
36 lines
1.1 KiB
Plaintext
// Fire related particles.
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/particles/bonfire
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icon = 'icons/effects/particles/bonfire.dmi'
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icon_state = "bonfire"
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width = 100
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height = 100
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count = 1000
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spawning = 4
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lifespan = 0.7 SECONDS
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fade = 1 SECONDS
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grow = -0.01
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velocity = list(0, 0)
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position = generator(GEN_CIRCLE, 0, 16, NORMAL_RAND)
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drift = generator(GEN_VECTOR, list(0, -0.2), list(0, 0.2))
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gravity = list(0, 0.95)
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scale = generator(GEN_VECTOR, list(0.3, 0.3), list(1,1), NORMAL_RAND)
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rotation = 30
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spin = generator(GEN_NUM, -20, 20)
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/particles/embers
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icon = 'icons/effects/particles/generic.dmi'
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icon_state = list("dot" = 4,"cross" = 1,"curl" = 1)
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width = 64
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height = 96
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count = 500
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spawning = 5
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lifespan = 3 SECONDS
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fade = 1 SECONDS
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color = 0
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color_change = 0.05
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gradient = list("#FBAF4D", "#FCE6B6", "#FD481C")
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position = generator(GEN_BOX, list(-12,-16,0), list(12,16,0), NORMAL_RAND)
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drift = generator(GEN_VECTOR, list(-0.1,0), list(0.1,0.025), UNIFORM_RAND)
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spin = generator(GEN_NUM, list(-15,15), NORMAL_RAND)
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scale = generator(GEN_VECTOR, list(0.5,0.5), list(2,2), NORMAL_RAND)
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