particle_holder
objects can only have one particle on them at a time, so we use these abstract effects to hold and display the effects. You know, so multiple particle effects can exist at once. also because some objects do not display particles due to how their visuals are built
Vars | |
particle_flags | Holds info about how this particle emitter works See \code__DEFINES\particles.dm |
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Procs | |
on_move | signal called when a parent that's been hooked into this moves does a variety of checks to ensure overrides work out properly |
parent_deleted | Non movables don't delete contents on destroy, so we gotta do this |
set_particle_position | Sets the particles position to the passed coordinates |
Var Details
particle_flags
Holds info about how this particle emitter works See \code__DEFINES\particles.dm
Proc Details
on_move
signal called when a parent that's been hooked into this moves does a variety of checks to ensure overrides work out properly
parent_deleted
Non movables don't delete contents on destroy, so we gotta do this
set_particle_position
Sets the particles position to the passed coordinates