using RimWorld;
using UnityEngine;
using Verse;

namespace CombatExtended;
public static class FleckMakerCE
{
    public static void Static(IntVec3 cell, Map map, FleckDef fleckDef, float scale = 1f)
    {
        Rand.PushState();
        FleckMaker.Static(cell, map, fleckDef, scale);
        Rand.PopState();
    }

    public static void Static(Vector3 loc, Map map, FleckDef fleckDef, float scale = 1f)
    {
        Rand.PushState();
        FleckMaker.Static(loc, map, fleckDef, scale);
        Rand.PopState();
    }

    public static void ThrowLightningGlow(Vector3 loc, Map map, float size)
    {
        Rand.PushState();
        FleckMaker.ThrowLightningGlow(loc, map, size);
        Rand.PopState();
    }

    public static void WaterSplash(Vector3 loc, Map map, float size, float velocity)
    {
        Rand.PushState();
        FleckMaker.WaterSplash(loc, map, size, velocity);
        Rand.PopState();
    }

    public static void ThrowPsycastShieldFleck(Vector3 loc, Map map, float size)
    {
        Rand.PushState();
        FleckMaker.Static(loc, map, FleckDefOf.PsycastAreaEffect, size);
        Rand.PopState();
    }
}
