Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)

* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"

This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP

It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()

I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem

I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr

* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
This commit is contained in:
LemonInTheDark
2022-01-27 19:50:08 -06:00
committed by GitHub
parent 3d319f6157
commit 934a5ea498
46 changed files with 79 additions and 75 deletions
+2 -2
View File
@@ -15,7 +15,7 @@
combat_mode = TRUE
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
move_to_delay = 5
move_to_delay = 10
health = 125
maxHealth = 125
melee_damage_lower = 15
@@ -308,7 +308,7 @@
sentience_type = SENTIENCE_MINEBOT
var/base_health_add = 5 //sentient minebots are penalized for beign sentient; they have their stats reset to normal plus these values
var/base_damage_add = 1 //this thus disables other minebot upgrades
var/base_speed_add = 0.5
var/base_speed_add = 1
var/base_cooldown_add = 10 //base cooldown isn't reset to normal, it's just added on, since it's not practical to disable the cooldown module
/obj/item/slimepotion/slime/sentience/mining/after_success(mob/living/user, mob/living/simple_animal/simple_mob)