particle_holder_tgmc 
These effects can be added to anything to hold particles, which is useful because Byond only allows a single particle per atom.
Vars | |
| 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. |
|---|---|
| weak_additional | Besides the item we're also sometimes attached to other stuff! (items held emitting particles on a mob). |
| weak_attached | 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
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.
weak_additional 
Besides the item we're also sometimes attached to other stuff! (items held emitting particles on a mob).
weak_attached 
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.