changes:
Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
changes:
Queued icon updates now update the atom's associated openspace overlay or openturf.
update_oo() renamed to update_above(), and moved up to /atom. Only meaningful on /turf (updates above openturf if present) and /atom/movable (updates associated OO if present).
Demoted SSfalling to a regular subsystem (1ds tickrate).
Increased SSlighting's tickrate from 2 ds to 1 ds.
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.
To that end, this PR does the following:
All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.