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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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@@ -181,7 +181,7 @@
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return
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if(!isturf(owner.loc))//You can't use jet in nowhere or in mecha/closet
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return
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if(!(owner.is_flying() || owner.is_floating()) || owner.buckled)//You don't want use jet in gravity or while buckled.
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if(!(owner.movement_type & FLOATING) || owner.buckled)//You don't want use jet in gravity or while buckled.
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return
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if(owner.pulledby)//You don't must use jet if someone pull you
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return
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