[MIRROR] Refactors how movetype flags are added and removed and the floating animation (#2096)

* Refactors how movetype flags are added and removed and the floating animation (#54963)

I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl

* Refactors how movetype flags are added and removed and the floating animation

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
SkyratBot
2020-12-09 23:43:42 +01:00
committed by GitHub
co-authored by Ghom
parent e976e1345e
commit 2ee5d422ae
31 changed files with 226 additions and 111 deletions
+1
View File
@@ -85,6 +85,7 @@ SUBSYSTEM_DEF(throwing)
/datum/thrownthing/Destroy()
SSthrowing.processing -= thrownthing
thrownthing.floating_anim_check()
thrownthing.throwing = null
thrownthing = null
target = null