///////////////////////////////////////////// //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" icon_state = "sparks" anchored = TRUE light_power = 1.3 light_range = MINIMUM_USEFUL_LIGHT_RANGE light_color = LIGHT_COLOR_FIRE /obj/effect/particle_effect/sparks/Initialize() . = ..() flick("sparks", src) // replay the animation playsound(src, "sparks", 100, TRUE) var/turf/T = loc if(isturf(T)) T.hotspot_expose(700,5) QDEL_IN(src, 20) /obj/effect/particle_effect/sparks/Destroy() var/turf/T = loc if(isturf(T)) T.hotspot_expose(700,1) return ..() /obj/effect/particle_effect/sparks/Move() ..() var/turf/T = loc if(isturf(T)) T.hotspot_expose(700,1) /datum/effect_system/spark_spread effect_type = /obj/effect/particle_effect/sparks //electricity /obj/effect/particle_effect/sparks/electricity name = "lightning" icon_state = "electricity" /datum/effect_system/lightning_spread effect_type = /obj/effect/particle_effect/sparks/electricity