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[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>
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@@ -898,7 +898,7 @@
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if(!isliving(AM))
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return
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var/mob/living/L = AM
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if(istype(L) && !(L.is_flying() || L.is_floating() || L.buckled))
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if(!(L.movement_type & (FLYING|FLOATING)) || L.buckled)
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playsound(src, 'sound/effects/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
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if(status == LIGHT_BURNED || status == LIGHT_OK)
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shatter()
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