AddScorch(int x,int y,int r,int strength,int duration)1 global func AddScorch(int x, int y, int r, int strength, int duration)
2 {
3 	var scorch = CreateObjectAbove(Wood, x,y, NO_OWNER);
4 	if (!scorch) return nil;
5 	scorch->SetObjectLayer(scorch);
6 	scorch->SetR(r);
7 	scorch->SetClrModulation(0x80804000);
8 	scorch->SetCategory(C4D_StaticBack);
9 	scorch.Collectible = false; // SetObjectLayer is not enough...
10 	scorch.Plane = this.Plane+1;
11 	var fx = AddEffect("FireScorching", scorch, 1, 2, scorch);
12 	fx.strength = strength;
13 	fx.duration = duration;
14 	return scorch;
15 }
16 
FxFireScorchingTimer(object target,proplist effect,int time)17 global func FxFireScorchingTimer(object target, proplist effect, int time)
18 {
19 	if (time >= effect.duration) { RemoveObject(); return FX_Execute_Kill; }
20 	// particles
21 	var wind = BoundBy(GetWind(), -5, 5);
22 	CreateParticle("SmokeDirty", PV_Random(-5, 5), PV_Random(-5, 5), wind, -effect.strength/8, PV_Random(20, 40), Particles_SmokeTrail(), 2);
23 	return FX_OK;
24 }
25