Smoke
Parsed animation that the engine never creates.
This setting has no runtime effect
The engine accepts and loads it, but no gameplay code uses the stored value.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- class
- When omitted
none- Used by the game
- No — loaded but not used
Parse behavior
the engine reads this key twice into two internal slots; both receive the same animation
The name promises the smoke that rises from a wrecked structure. The one assignment is read twice, into two separate slots, so both receive the same animation — and no gameplay path reads either slot. Only the save-game pointer fixup and the type-removal sweep touch them.
The value is still resolved as it is read, and a name the rules do not already list is registered as an animation on the spot. The shipped rules assign xxxx here rather than any real animation, which costs nothing only because both slots are dead.