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VMSolidus 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00

153 lines
3.6 KiB
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/*
Contains helper procs for airflow, handled in /connection_group.
*/
/mob/proc/airflow_stun()
if(stat == 2)
return 0
if(last_airflow_stun > world.time - GLOB.vsc.airflow_stun_cooldown) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
to_chat(src, SPAN_NOTICE("You stay upright as the air rushes past you."))
return 0
if(buckled_to)
to_chat(src, SPAN_NOTICE("Air suddenly rushes past you!"))
return 0
if(!lying)
to_chat(src, SPAN_WARNING("The sudden rush of air knocks you over!"))
Weaken(5)
last_airflow_stun = world.time
/mob/living/silicon/airflow_stun()
return
/mob/living/carbon/slime/airflow_stun()
return
/mob/living/carbon/human/airflow_stun()
if(Check_Shoegrip())
return FALSE
..()
/atom/movable/proc/check_airflow_movable(n)
if(anchored && !ismob(src)) return 0
if(!istype(src,/obj/item) && n < GLOB.vsc.airflow_dense_pressure) return 0
return 1
/mob/check_airflow_movable(n)
if(n < GLOB.vsc.airflow_heavy_pressure)
return 0
return 1
/mob/abstract/ghost/observer/check_airflow_movable()
return 0
/mob/living/silicon/check_airflow_movable()
return 0
/obj/item/check_airflow_movable(n)
. = ..()
switch(w_class)
if(2)
if(n < GLOB.vsc.airflow_lightest_pressure) return 0
if(3)
if(n < GLOB.vsc.airflow_light_pressure) return 0
if(4,5)
if(n < GLOB.vsc.airflow_medium_pressure) return 0
/atom/movable/proc/AirflowCanMove(n)
return 1
/mob/AirflowCanMove(n)
if(status_flags & GODMODE)
return 0
if(buckled_to)
return 0
if(Check_Shoegrip())
return 0
return 1
/*
/atom/movable/proc/GotoAirflowDest(n)
and
/atom/movable/proc/RepelAirflowDest(n)
have been moved to SSairflow.
*/
/atom/movable/proc/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
/mob/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message(SPAN_DANGER("\The [src] slams into \a [A]!"),1,
SPAN_DANGER("You hear a loud slam!"),2)
playsound(src.loc, 'sound/weapons/smash.ogg', 25, 1, -1)
var/weak_amt
if(istype(A, /obj/item))
var/obj/item/I = A
weak_amt = I.w_class
else
weak_amt = rand(1, 5)
Weaken(weak_amt)
. = ..()
/obj/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message(SPAN_DANGER("\The [src] slams into \a [A]!"),1,
SPAN_DANGER("You hear a loud slam!"),2)
playsound(src.loc, 'sound/weapons/smash.ogg', 25, 1, -1)
. = ..()
/obj/item/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
/mob/living/carbon/human/airflow_hit(atom/A)
// for(var/mob/M in hearers(src))
// M.show_message(SPAN_DANGER("[src] slams into [A]!</span>",1,"<span class='danger'>You hear a loud slam!"),2)
playsound(src.loc, SFX_PUNCH, 25, 1, -1)
if (prob(33))
loc:add_blood(src)
bloody_body(src)
var/b_loss = airflow_speed * GLOB.vsc.airflow_damage
apply_damage(b_loss/3, DAMAGE_BRUTE, BP_HEAD, used_weapon = "Airflow")
apply_damage(b_loss/3, DAMAGE_BRUTE, BP_CHEST, used_weapon = "Airflow")
apply_damage(b_loss/3, DAMAGE_BRUTE, BP_GROIN, used_weapon = "Airflow")
if(airflow_speed > 10)
Paralyse(round(airflow_speed * GLOB.vsc.airflow_stun))
Stun(paralysis + 3)
else
Stun(round(airflow_speed * GLOB.vsc.airflow_stun/2))
. = ..()
/zone/proc/movables(list/origins)
. = list()
if (!origins?.len)
return
var/static/list/movables_tcache = typecacheof(list(/obj/effect, /mob/abstract))
var/atom/movable/AM
for (var/testing_turf in contents)
CHECK_TICK
for (var/am in testing_turf)
AM = am
CHECK_TICK
if (AM.simulated && !AM.anchored && !movables_tcache[AM.type])
for (var/source_turf in origins)
if (get_dist(testing_turf, source_turf) <= EDGE_KNOCKDOWN_MAX_DISTANCE)
.[AM] = TRUE
break
CHECK_TICK