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Carnival Sparkle Bush

Based on game build 714014 | Last updated: 2026-03-04

Overview

This file defines a simple Prefab used to instantiate a non-persistent visual FX entity. The entity displays an animated sparkle effect with a fixed scale and idle animation loop, primarily intended to attach to or overlay carnival-themed bushes. It is instantiated on non-dedicated clients only and automatically destroyed when its associated proxy entity is removed.

Usage example

This prefab is not intended for manual instantiation by mods. It is referenced internally by the game's FX system and spawned via inst:DoTaskInTime(0, PlayAnim) during the setup of carnival-related bush entities.

-- Internal usage only — do not manually instantiate.
-- The prefab is created and managed by the game, typically as a child FX of another entity.

Dependencies & tags

Components used: None identified.
Tags: Adds FX; referenced entity (via proxy) uses carnival_sparkle_bush bank and build.

Properties

No public properties. This is a prefabricated FX entity with no mod-accessible runtime state.

Main functions

The file exports only a Prefab definition. No standalone functions or methods are exposed for direct use.

PlayAnim(proxy, anim, scale, flip)

  • Description: Internal helper function used to create and configure the FX entity. Sets up the entity’s transform, animation state, scale, and ensures it is removed when the proxy entity is removed.
  • Parameters:
    proxy (Entity) — The source entity whose transform the FX will mirror.
    anim (string) — Unused parameter in current implementation (animation is hardcoded to "idle").
    scale (number) — Unused parameter (scale is hardcoded to 0.75).
    flip (boolean) — Unused parameter.
  • Returns: Nothing. The function instantiates and returns the FX entity internally.
  • Error states: None. Assumes valid proxy entity.

Events & listeners

  • Listens to: onremove — On the FX entity, to trigger self-removal when the proxy entity is destroyed. Listeners are tied to the proxy instance.