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sprites: simplify FCAN. (#1516)
* sprites: simplify FCAN. (also update the flame, apparently) When the current fire can sprite was first introduced it came with a small, straight blue flame, in keeping with the appearance of a pressurized canister full of flammable gas: https://github.com/freedoom/attic/blob/master/sprites/raymoohawk/old-fcan/fcana0.png It made perfect sense internally, but broke a lot of maps that used this actor (including FD's own Map16) as a generic rough yellow flame effect. This was amended so that the flame's shape looked more like the slanted id one, but stayed blue: https://github.com/freedoom/attic/blob/master/sprites/raymoohawk/newer-fcan/fcana0.png Eventually it was decided we could differentiate from id enough by doing the exact opposite - keeping the colour but changing the shape, resulting in the current yellow flames going up. Unfortunately by this point it was clear that the pressurized canister had long stopped making sense, but I'd already done the flickering lighting animation effects on it and didn't feel like making any changes. This bugged me for years until today I decided to splice together something from the nukage barrel's bands and here we are. * sprites: update new FCAN offsets. The new flames don't throw particles quite as far up.
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@ -2465,9 +2465,9 @@ COL4A0 18 40
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COL5A0 18 53
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COL5B0 18 53
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COL6A0 18 49
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FCANA0 12 62
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FCANB0 12 62
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FCANC0 12 62
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FCANA0 12 57
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FCANB0 12 57
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FCANC0 12 57
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FSKUA0 17 47
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FSKUB0 17 47
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FSKUC0 17 47
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