///////////////////////////////////////////// //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. ///////////////////////////////////////////// /obj/effect/particle_effect/sparks name = "sparks" icon_state = "sparks" anchored = 1 luminosity = 1 /obj/effect/particle_effect/sparks/New() ..() flick("sparks", src) // replay the animation playsound(src.loc, "sparks", 100, 1) var/turf/T = src.loc if (istype(T, /turf)) T.hotspot_expose(1000,100) QDEL_IN(src, 20) /obj/effect/particle_effect/sparks/Destroy() var/turf/T = src.loc if (istype(T, /turf)) T.hotspot_expose(1000,100) return ..() /obj/effect/particle_effect/sparks/Move() ..() var/turf/T = src.loc if(isturf(T)) T.hotspot_expose(1000,100) /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