public static void Ash(Vector2 where, int depth = 0)
        {
            if (Settings.LowQuality)
            {
                return;
            }

            for (var i = 0; i < 4; i++)
            {
                var part = new ParticleEntity(Particles.Ash());

                part.Position          = where;
                part.Particle.Scale    = Rnd.Float(1f, 2f);
                part.Particle.Velocity = new Vector2(Rnd.Float(20, 30) * (Rnd.Chance() ? -1 : 1), -Rnd.Float(40, 66));
                Run.Level.Area.Add(part);
                part.Depth = depth;
            }
        }