BMAP* fire_tga = "fire.tga";
function flame_2(PARTICLE* p)
{
p->skill_a += time_step * time_step;
p->alpha = 100 - abs(p->skill_a);
p->alpha -= 2 * time_step;
p->size -= 0.3 * time_step;
}
void flame_1(PARTICLE* p)
{
p->x += random(16) - 8;
p->y += random(16) - 8;
p->z += random(16) - 8;
p->bmap = fire_tga;
p->size = random(20) + 20;
p->lifespan = 32;
p->alpha = 100;
p->flags |= BRIGHT | MOVE;
p->skill_a = -100;
p->gravity = -0.2;
p->event = flame_2;
}
action fire() //LITE C
{
my->flags |= PASSABLE | INVISIBLE;
while(1)
{
effect(flame_1,1,my.x,nullvector);
wait(1);
}
}