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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.
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@@ -4,6 +4,8 @@
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icon_state = "object"
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color = "#fffffe"
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mouse_opacity = MOUSE_OPACITY_ICON
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layer = OVERMAP_SECTOR_LAYER
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set_dir_on_move = FALSE
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//RP fluff details to appear on scan readouts for any object we want to include these details with
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var/scanimage = "no_data.png"
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@@ -19,7 +21,6 @@
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var/static_vessel = FALSE //Used to expand scan details for visible space stations
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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
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layer = OVERMAP_SECTOR_LAYER
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var/list/map_z = list()
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