Beginning in 1.14, the simulator will be using llParticleSystem to emulate legacy llMakeFire particles.
llMakeFire(integer particle_count,
float particle_scale,
float particle_speed,
float particle_lifetime,
float source_cone,
string source_texture_id,
vector local_offset);
fakeMakeFire(integer particle_count, float particle_scale, float particle_speed,
float particle_lifetime, float source_cone, string source_texture_id,
vector local_offset)
{
// local_offset is ignored
llParticleSystem([
PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_INTERP_SCALE_MASK|PSYS_PART_EMISSIVE_MASK|PSYS_PART_WIND_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE,
PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>,
PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>,
PSYS_PART_START_ALPHA, 0.50,
PSYS_PART_END_ALPHA, 0.10,
PSYS_PART_START_SCALE, <particle_scale/2, particle_scale/2, 0.0>,
PSYS_PART_END_SCALE, <particle_scale, particle_scale, 0.0>,
PSYS_PART_MAX_AGE, 0.5,
PSYS_SRC_ACCEL, <0.0, 0.0, 0.0>,
PSYS_SRC_TEXTURE, source_texture_id,
PSYS_SRC_BURST_RATE, 5 / particle_count,
PSYS_SRC_ANGLE_BEGIN, 0.0,
PSYS_SRC_ANGLE_END, source_cone * PI,
PSYS_SRC_BURST_PART_COUNT, 1,
PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, particle_speed,
PSYS_SRC_BURST_SPEED_MAX, particle_speed,
PSYS_SRC_MAX_AGE, particle_lifetime / 2,
PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>
]);
}
// Known discrepancies:
// 1) The original llMakeFire has random particle lifetime, which cannot be
// created in the current particle system via a single call
// 2) The original llMakeFire has continual particle growth throughout its
// lifetime, ending well past the 4m limit of the current system, on long lived
// particles
// 3) several values are not taken 'verbatim' in the original particle system
// (velocity is not m/sec for instance, and number of particles seems to be
// wildly off), these are approximated loosely in this simulation via basic
// divisors, which may not work out the same in some scenarios
// 4) There is no way to duplicate the offset from the old functions within the
// new particle system
// 5) These effects do not 'pump' like the older functions do,
// i.e. its a single, set property, calling it 10 times won't cause
// 10x as many particles, as the old ones did