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Reverts inertia based space movement (#95536)
## About The Pull Request Reverts space movement being affected by inertia What is kept: - Items have a varying force on your drift speed, ie heavier items will move you faster through space, and smaller items, slower. - Jetpacks can have varying force of impulse - the effect is applied directly to the mob's `inertia_move_multiplier` - Tethers are unreverted - they still stop you from drifting too far from the tether point, however you can no longer 'swing' with them. What is removed: - Multiple impulses in the same angle/direction no longer speeds you up. Only the fastest impulse in 1 direction is accounted for. - An impulse in a different angle/direction will completely override any existing impulses, even if they are faster. - Jetpack stabilizers are once again perfectly capable of immediately stopping any active impulses. TL;DR If you point yourself in a direction you will now go that direction ## Why It's Good For The Game The concept was fun and had potential but the fight between impulses vs tiles was very, very clunky and janky. Multiple fixes were attempted to reduce the jank but it ultimately nograv still acts very cumbersome and jetpacks are still very unappealing to use. Smartkar gave the go-ahead to revert this a while back so, o7. ## Changelog 🆑 Melbert del: Zero-gravity drifting is no longer affected by inertia, ie it has been reverted to what it once was. /🆑
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@@ -104,8 +104,6 @@
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var/thrust_callback
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/// How much force this module can apply per tick
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var/drift_force = 1.5 NEWTONS
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/// How much force this module's stabilizier can put out
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var/stabilizer_force = 1.2 NEWTONS
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/obj/item/mod/module/jetpack/Initialize(mapload)
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. = ..()
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@@ -129,7 +127,6 @@
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/datum/component/jetpack, \
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src.stabilize, \
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drift_force, \
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stabilizer_force, \
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COMSIG_MODULE_TRIGGERED, \
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COMSIG_MODULE_DEACTIVATED, \
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MOD_ABORT_USE, \
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@@ -177,7 +174,6 @@
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overlay_state_inactive = "module_jetpackadv"
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overlay_state_active = "module_jetpackadv_on"
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drift_force = 2 NEWTONS
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stabilizer_force = 2 NEWTONS
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/// Cooldown to use if we didn't actually launch a jump jet
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#define FAILED_ACTIVATION_COOLDOWN 3 SECONDS
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