particle_holder ![code/game/objects/effects/effects.dm 153](git.png)
These effects can be added to anything to hold particles, which is useful because Byond only allows a single particle per atom
Vars | |
holding_parent | The mob that is holding our item |
---|---|
last_attached_location_type | typepath of the last location we're in, if it's different when moved then we need to update vis contents |
parent | The main item we're attached to at the moment, particle holders hold particles for something |
Procs | |
on_move | signal called when parent is moved |
on_qdel | signal called when parent is deleted |
update_visual_contents | logic proc for particle holders, aka where they move. subtypes of particle holders can override this for particles that should always be turf level or do special things when repositioning. this base subtype has some logic for items, as the loc of items becomes mobs very often hiding the particles |
Var Details
holding_parent ![code/game/objects/effects/effects.dm 166](git.png)
The mob that is holding our item
last_attached_location_type ![code/game/objects/effects/effects.dm 160](git.png)
typepath of the last location we're in, if it's different when moved then we need to update vis contents
parent ![code/game/objects/effects/effects.dm 162](git.png)
The main item we're attached to at the moment, particle holders hold particles for something
Proc Details
on_move
signal called when parent is moved
on_qdel
signal called when parent is deleted
update_visual_contents
logic proc for particle holders, aka where they move. subtypes of particle holders can override this for particles that should always be turf level or do special things when repositioning. this base subtype has some logic for items, as the loc of items becomes mobs very often hiding the particles