///////////////////////////////////////////// //SPARK SYSTEM (like steam system) // The attach(atom/atom) proc is optional, and can be called to attach the effect // to something, like the RCD, so then you can just call start() and the sparks // will always spawn at the items location. ///////////////////////////////////////////// /proc/do_sparks(n, c, source) // n - number of sparks // c - cardinals, bool, do the sparks only move in cardinal directions? // source - source of the sparks. var/datum/effect_system/spark_spread/sparks = new sparks.set_up(n, c, source) sparks.autocleanup = TRUE sparks.start() /obj/effect/particle_effect/sparks name = "sparks" desc = "it's a spark what do you need to know?" icon_state = "sparks" anchored = TRUE var/hotspottemp = 1000 /obj/effect/particle_effect/sparks/New() ..() flick("sparks", src) // replay the animation playsound(loc, "sparks", 100, 1) var/turf/T = loc if(isturf(T)) T.hotspot_expose(hotspottemp, 100) QDEL_IN(src, 20) /obj/effect/particle_effect/sparks/Destroy() var/turf/T = loc if(isturf(T)) T.hotspot_expose(hotspottemp,100) return ..() /obj/effect/particle_effect/sparks/Move() ..() var/turf/T = loc if(isturf(T)) T.hotspot_expose(hotspottemp,100) /datum/effect_system/spark_spread effect_type = /obj/effect/particle_effect/sparks ////////////////////////////////// //////SPARKLE FIREWORKS ///////////////////////////////// //////////////////////////// /obj/effect/particle_effect/sparks/sparkles name = "sparkle" icon = 'icons/obj/fireworks.dmi'//findback icon_state = "sparkel" hotspottemp = 3000 /obj/effect/particle_effect/sparks/sparkles/New() var/icon/I = new(src.icon,src.icon_state) var/r = rand(0,255) var/g = rand(0,255) var/b = rand(0,255) I.Blend(rgb(r,g,b),ICON_MULTIPLY) src.icon = I ..() /datum/effect_system/sparkle_spread effect_type = /obj/effect/particle_effect/sparks/sparkles