/* This is an attempt to make some easily reusable "particle" type effect, to stop the code constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one defined, then set up when it is created with New(). Then this same system can just be reused each time it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam would spawn and follow the beaker, even if it is carried or thrown. */ /obj/effect/effect name = "effect" icon = 'icons/effects/effects.dmi' mouse_opacity = 0 unacidable = 1//So effect are not targeted by alien acid. pass_flags = PASSTABLE | PASSGRILLE /obj/effect/effect/Destroy() ..() return QDEL_HINT_PUTINPOOL /* /datum/effect/effect/proc/fadeOut(var/atom/A, var/frames = 16) if(A.alpha == 0) //Handle already transparent case return if(frames == 0) frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame". var/step = A.alpha / frames for(var/i = 0, i < frames, i++) A.alpha -= step sleep(world.tick_lag) return */ /datum/effect/effect/system var/number = 3 var/cardinals = 0 var/turf/location var/atom/holder var/setup = 0 /datum/effect/effect/system/Destroy() holder = null location = null return ..() /datum/effect/effect/system/proc/set_up(n = 3, c = 0, turf/loc) if(n > 10) n = 10 number = n cardinals = c location = loc setup = 1 /datum/effect/effect/system/proc/attach(atom/atom) holder = atom /datum/effect/effect/system/proc/start()