#appendto WindBag public func FxIntBurstWindStart(object target, proplist effect, int temp, object clonk, int x, int y) { if (g_theme != MiamiIce) return inherited(target, effect, temp, clonk, x, y, ...); if (temp) return FX_OK; effect.Interval = 1; effect.clonk = clonk; effect.x = clonk->GetX(); effect.y = clonk->GetY(); effect.angle = Angle(0, 0, x, y); // Sound effect. Sound("Objects::Windbag::Gust"); // Particle effect. var clr = HSL(Random(255), 255, 100); for (var dr = 12; dr < 32; dr++) { var r = RandomX(-20, 20); var sx = Sin(effect.angle + r, dr / 2); var sy = -Cos(effect.angle + r, dr / 2); var vx = Sin(effect.angle + r, 2 * fill_amount / 3 + 12); var vy = -Cos(effect.angle + r, 2 * fill_amount / 3 + 12); if (!GBackSolid(sx, sy)) CreateParticle("Air", sx, sy, vx, vy, 36, Particles_Colored(Particles_Air(), clr)); } // Make a timer call for the instant movement effect. FxIntBurstWindTimer(target, effect, 0); return FX_OK; }