Movement update v2 (#20548)

Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
This commit is contained in:
Fluffy
2025-03-22 11:38:05 +00:00
committed by GitHub
parent 08b82baea4
commit 86f8d6fd4f
61 changed files with 419 additions and 218 deletions
+2 -2
View File
@@ -808,8 +808,8 @@ var/global/enabled_spooking = 0
set desc="Start the round RIGHT NOW"
set name="Start Now"
if(!MC_RUNNING())
alert("Unable to start the game as it is not set up.")
return
to_chat(usr, SPAN_NOTICE("The round will be started automatically as soon as ready."))
UNTIL(SSticker?.current_state == GAME_STATE_PREGAME)
if(SSticker.current_state == GAME_STATE_PREGAME)
SSticker.current_state = GAME_STATE_SETTING_UP
log_admin("[usr.key] has started the game.")