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 -1
View File
@@ -4,6 +4,8 @@
icon_state = "object"
color = "#fffffe"
mouse_opacity = MOUSE_OPACITY_ICON
layer = OVERMAP_SECTOR_LAYER
set_dir_on_move = FALSE
//RP fluff details to appear on scan readouts for any object we want to include these details with
var/scanimage = "no_data.png"
@@ -19,7 +21,6 @@
var/static_vessel = FALSE //Used to expand scan details for visible space stations
var/landing_site = FALSE //Used for unique landing sites that occupy the same overmap tile as another - for example, the implementation of Point Verdant and Konyang
layer = OVERMAP_SECTOR_LAYER
var/list/map_z = list()