finishing touches, particle effects pass tables and grilles

This commit is contained in:
uraniummeltdown
2017-11-04 22:20:28 +04:00
parent 7ed2c68ea7
commit 2fd7d2e32f
3 changed files with 4 additions and 10 deletions
@@ -9,6 +9,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
name = "particle effect"
mouse_opacity = 0
unacidable = 1//So effects are not targeted by alien acid.
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/particle_effect/New()
..()
@@ -46,7 +46,7 @@
/datum/effect_system/explosion/start()
new/obj/effect/explosion(location)
var/datum/effect_system/expl_particles/P = new/datum/effect_system/expl_particles()
P.set_up(10,location)
P.set_up(10, 0, location)
P.start()
/datum/effect_system/explosion/smoke
@@ -1,24 +1,17 @@
//WATER EFFECTS
/obj/effect/particle_effect/water
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
var/life = 15.0
var/life = 15
/obj/effect/particle_effect/water/New()
..()
//var/turf/T = src.loc
//if(istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
QDEL_IN(src, 70)
/obj/effect/particle_effect/water/Move(turf/newloc)
//var/turf/T = src.loc
//if(istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
if(--life < 1)
//SN src = null
qdel()
return 0
if(newloc.density)
return 0
.=..()