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; } }