jetpack 
        
    
            
        
Vars | |
| activation_signal | The signal we listen for as an activation | 
|---|---|
| check_on_move | Checks to ensure if we can move & if we can activate | 
| deactivation_signal | The signal we listen for as a de-activation | 
| effect_type | The typepath to instansiate our trail as, when we need it | 
| return_flag | The return flag our parent expects for a failed activation | 
| stabilize | If we should stabilize ourselves when not drifting | 
| trail | The effect system for the jet pack trail | 
Procs | |
| Initialize | Arguments: | 
| block_starting_visuals | Basically, tell the drift component not to do its starting visuals, because they look dumb for us | 
| ignore_ending_block | If we're on, don't let the drift component block movements at the end since we can speed | 
| thrust | Returns true if the thrust went well, false otherwise | 
Var Details
activation_signal
            
        
    
            
        
        The signal we listen for as an activation
check_on_move
            
        
    
            
        
        Checks to ensure if we can move & if we can activate
deactivation_signal
            
        
    
            
        
        The signal we listen for as a de-activation
effect_type
            
        
    
            
        
        The typepath to instansiate our trail as, when we need it
return_flag
            
        
    
            
        
        The return flag our parent expects for a failed activation
stabilize
            
        
    
            
        
        If we should stabilize ourselves when not drifting
trail
            
        
    
            
        
        The effect system for the jet pack trail
Proc Details
Initialize
Arguments:
- stabilize - If we should drift when we finish moving, or sit stable in space]
 - activation_signal - Signal we activate on
 - deactivation_signal - Signal we deactivate on
 - return_flag - Flag to return if activation fails
 - check_on_move - Callback we call each time we attempt a move, we expect it to retun true if the move is ok, false otherwise. It expects an arg, TRUE if fuel should be consumed, FALSE othewise
 - effect_type - Type of trail_follow to spawn
 
block_starting_visuals
Basically, tell the drift component not to do its starting visuals, because they look dumb for us
ignore_ending_block
If we're on, don't let the drift component block movements at the end since we can speed
thrust
Returns true if the thrust went well, false otherwise