mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-23 13:10:02 +01:00
Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
This commit is contained in:
@@ -0,0 +1,4 @@
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// Yes, they do support this
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// from /client/proc/change_view() : (new_size)
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#define COMSIG_VIEW_SET "view_set"
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+104
-62
@@ -7,12 +7,12 @@
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if(!length(C.parallax_layers_cached))
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C.parallax_layers_cached = list()
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, C.view)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, C.view)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, C.view)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, screenmob)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, screenmob)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, screenmob)
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if(SSparallax.random_layer)
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C.parallax_layers_cached += new SSparallax.random_layer
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, C.view)
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C.parallax_layers_cached += new SSparallax.random_layer(null, screenmob)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, screenmob)
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C.parallax_layers = C.parallax_layers_cached.Copy()
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@@ -53,33 +53,36 @@
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return FALSE
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var/client/C = screenmob.client
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// Default to HIGH
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var/parallax_selection = PARALLAX_HIGH
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if(C.prefs)
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var/pref = C.prefs.read_preference(/datum/preference/choiced/parallax)
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if (isnull(pref))
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pref = PARALLAX_HIGH
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switch(pref)
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if (PARALLAX_INSANE)
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C.parallax_throttle = FALSE
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C.parallax_layers_max = 5
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return TRUE
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parallax_selection = C.prefs.read_preference(/datum/preference/choiced/parallax)
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if (!parallax_selection)
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parallax_selection = PARALLAX_HIGH
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if (PARALLAX_MED)
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C.parallax_throttle = PARALLAX_DELAY_MED
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C.parallax_layers_max = 3
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return TRUE
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switch(parallax_selection)
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if (PARALLAX_INSANE)
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C.parallax_layers_max = 5
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C.do_parallax_animations = TRUE
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return TRUE
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if (PARALLAX_LOW)
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C.parallax_throttle = PARALLAX_DELAY_LOW
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C.parallax_layers_max = 1
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return TRUE
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if(PARALLAX_HIGH)
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C.parallax_layers_max = 4
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C.do_parallax_animations = TRUE
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return TRUE
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if (PARALLAX_DISABLE)
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return FALSE
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if (PARALLAX_MED)
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C.parallax_layers_max = 3
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C.do_parallax_animations = TRUE
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return TRUE
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//This is high parallax.
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C.parallax_throttle = PARALLAX_DELAY_DEFAULT
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C.parallax_layers_max = 4
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return TRUE
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if (PARALLAX_LOW)
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C.parallax_layers_max = 1
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C.do_parallax_animations = FALSE
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return TRUE
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if (PARALLAX_DISABLE)
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return FALSE
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/datum/hud/proc/update_parallax_pref(mob/viewmob)
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remove_parallax(viewmob)
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@@ -87,7 +90,7 @@
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update_parallax(viewmob)
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// This sets which way the current shuttle is moving (returns true if the shuttle has stopped moving so the caller can append their animation)
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/datum/hud/proc/set_parallax_movedir(new_parallax_movedir, skip_windups, mob/viewmob)
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/datum/hud/proc/set_parallax_movedir(new_parallax_movedir = 0, skip_windups, mob/viewmob)
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. = FALSE
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var/mob/screenmob = viewmob || mymob
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var/client/C = screenmob.client
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@@ -171,19 +174,16 @@
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var/turf/posobj = get_turf(C.eye)
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if(!posobj)
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return
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var/area/areaobj = posobj.loc
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var/area/areaobj = posobj.loc
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// Update the movement direction of the parallax if necessary (for shuttles)
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set_parallax_movedir(areaobj.parallax_movedir, FALSE, screenmob)
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var/force
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var/force = FALSE
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if(!C.previous_turf || (C.previous_turf.z != posobj.z))
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C.previous_turf = posobj
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force = TRUE
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if (!force && world.time < C.last_parallax_shift+C.parallax_throttle)
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return
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//Doing it this way prevents parallax layers from "jumping" when you change Z-Levels.
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var/offset_x = posobj.x - C.previous_turf.x
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var/offset_y = posobj.y - C.previous_turf.y
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@@ -191,33 +191,48 @@
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if(!offset_x && !offset_y && !force)
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return
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var/last_delay = world.time - C.last_parallax_shift
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last_delay = min(last_delay, C.parallax_throttle)
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var/glide_rate = round(world.icon_size / screenmob.glide_size * world.tick_lag, world.tick_lag)
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C.previous_turf = posobj
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C.last_parallax_shift = world.time
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var/largest_change = max(abs(offset_x), abs(offset_y))
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var/max_allowed_dist = (glide_rate / world.tick_lag) + 1
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// If we aren't already moving/don't allow parallax, have made some movement, and that movement was smaller then our "glide" size, animate
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var/run_parralax = (C.do_parallax_animations && glide_rate && !areaobj.parallax_movedir && C.dont_animate_parallax <= world.time && largest_change <= max_allowed_dist)
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for(var/atom/movable/screen/parallax_layer/parallax_layer as anything in C.parallax_layers)
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parallax_layer.update_status(screenmob)
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if (parallax_layer.view_sized != C.view)
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parallax_layer.update_o(C.view)
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var/our_speed = parallax_layer.speed
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var/change_x
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var/change_y
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if(parallax_layer.absolute)
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parallax_layer.offset_x = -(posobj.x - SSparallax.planet_x_offset) * parallax_layer.speed
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parallax_layer.offset_y = -(posobj.y - SSparallax.planet_y_offset) * parallax_layer.speed
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// We use change here so the typically large absolute objects (just lavaland for now) don't jitter so much
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change_x = (posobj.x - SSparallax.planet_x_offset) * our_speed + parallax_layer.offset_x
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change_y = (posobj.y - SSparallax.planet_y_offset) * our_speed + parallax_layer.offset_y
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else
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parallax_layer.offset_x -= offset_x * parallax_layer.speed
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parallax_layer.offset_y -= offset_y * parallax_layer.speed
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change_x = offset_x * our_speed
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change_y = offset_y * our_speed
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if(parallax_layer.offset_x > 240)
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// This is how we tile parralax sprites
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// It doesn't use change because we really don't want to animate this
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if(parallax_layer.offset_x - change_x > 240)
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parallax_layer.offset_x -= 480
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if(parallax_layer.offset_x < -240)
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else if(parallax_layer.offset_x - change_x < -240)
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parallax_layer.offset_x += 480
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if(parallax_layer.offset_y > 240)
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if(parallax_layer.offset_y - change_y > 240)
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parallax_layer.offset_y -= 480
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if(parallax_layer.offset_y < -240)
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else if(parallax_layer.offset_y - change_y < -240)
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parallax_layer.offset_y += 480
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parallax_layer.screen_loc = "CENTER-7:[round(parallax_layer.offset_x,1)],CENTER-7:[round(parallax_layer.offset_y,1)]"
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// Now that we have our offsets, let's do our positioning
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parallax_layer.offset_x -= change_x
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parallax_layer.offset_y -= change_y
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parallax_layer.screen_loc = "CENTER-7:[round(parallax_layer.offset_x, 1)],CENTER-7:[round(parallax_layer.offset_y, 1)]"
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// We're going to use a transform to "glide" that last movement out, so it looks nicer
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// Don't do any animates if we're not actually moving enough distance yeah? thanks lad
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if(run_parralax && (largest_change * our_speed > 1))
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parallax_layer.transform = matrix(1,0,change_x, 0,1,change_y)
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animate(parallax_layer, transform=matrix(), time = glide_rate)
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/atom/movable/proc/update_parallax_contents()
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for(var/mob/client_mob as anything in client_mobs_in_contents)
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@@ -229,6 +244,8 @@
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var/area/areaobj = get_area(client.eye)
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hud_used.set_parallax_movedir(areaobj.parallax_movedir, TRUE)
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// We need parallax to always pass its args down into initialize, so we immediate init it
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INITIALIZE_IMMEDIATE(/atom/movable/screen/parallax_layer)
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/atom/movable/screen/parallax_layer
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icon = 'icons/effects/parallax.dmi'
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var/speed = 1
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@@ -241,20 +258,31 @@
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screen_loc = "CENTER-7,CENTER-7"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/atom/movable/screen/parallax_layer/Initialize(mapload, view)
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/atom/movable/screen/parallax_layer/Initialize(mapload, mob/owner)
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. = ..()
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if (!view)
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view = world.view
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var/client/boss = owner?.client
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if(!boss) // If this typepath all starts to harddel your culprit is likely this
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return INITIALIZE_HINT_QDEL
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// I do not want to know bestie
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var/view = boss.view || world.view
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update_o(view)
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RegisterSignal(boss, COMSIG_VIEW_SET, .proc/on_view_change)
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/atom/movable/screen/parallax_layer/proc/on_view_change(datum/source, new_size)
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SIGNAL_HANDLER
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update_o(new_size)
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/atom/movable/screen/parallax_layer/proc/update_o(view)
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if (!view)
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view = world.view
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var/static/parallax_scaler = world.icon_size / 480
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// Turn the view size into a grid of correctly scaled overlays
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var/list/viewscales = getviewsize(view)
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var/countx = CEILING((viewscales[1]/2)/(480/world.icon_size), 1)+1
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var/county = CEILING((viewscales[2]/2)/(480/world.icon_size), 1)+1
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var/countx = CEILING((viewscales[1] / 2) * parallax_scaler, 1) + 1
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var/county = CEILING((viewscales[2] / 2) * parallax_scaler, 1) + 1
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var/list/new_overlays = new
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for(var/x in -countx to countx)
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for(var/y in -county to county)
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@@ -267,9 +295,6 @@
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add_overlay(new_overlays)
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view_sized = view
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/atom/movable/screen/parallax_layer/proc/update_status(mob/M)
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return
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/atom/movable/screen/parallax_layer/layer_1
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icon_state = "layer1"
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speed = 0.6
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@@ -293,7 +318,7 @@
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/atom/movable/screen/parallax_layer/random/space_gas
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icon_state = "space_gas"
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/atom/movable/screen/parallax_layer/random/space_gas/Initialize(mapload, view)
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/atom/movable/screen/parallax_layer/random/space_gas/Initialize(mapload, mob/owner)
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. = ..()
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src.add_atom_colour(SSparallax.random_parallax_color, ADMIN_COLOUR_PRIORITY)
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@@ -307,9 +332,26 @@
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speed = 3
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layer = 30
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/atom/movable/screen/parallax_layer/planet/update_status(mob/M)
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var/client/C = M.client
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var/turf/posobj = get_turf(C.eye)
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/atom/movable/screen/parallax_layer/planet/Initialize(mapload, mob/owner)
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. = ..()
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if(!owner?.client)
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return
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var/static/list/connections = list(
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COMSIG_MOVABLE_Z_CHANGED = .proc/on_z_change,
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COMSIG_MOB_LOGOUT = .proc/on_mob_logout,
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)
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AddComponent(/datum/component/connect_mob_behalf, owner.client, connections)
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on_z_change(owner)
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/atom/movable/screen/parallax_layer/planet/proc/on_mob_logout(mob/source)
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SIGNAL_HANDLER
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var/client/boss = source.canon_client
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on_z_change(boss.mob)
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/atom/movable/screen/parallax_layer/planet/proc/on_z_change(mob/source)
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SIGNAL_HANDLER
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var/client/boss = source.client
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var/turf/posobj = get_turf(boss?.eye)
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if(!posobj)
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return
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invisibility = is_station_level(posobj.z) ? 0 : INVISIBILITY_ABSTRACT
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@@ -0,0 +1,59 @@
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/// This component behaves similar to connect_loc_behalf, but working off clients and mobs instead of loc
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/// To be clear, we hook into a signal on a tracked client's mob
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/// We retain the ability to react to that signal on a seperate listener, which makes this quite powerful
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/datum/component/connect_mob_behalf
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// An assoc list of signal -> procpath to register to the mob our client "owns"
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var/list/connections
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/// The master client we're working with
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var/client/tracked
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/// The mob we're currently tracking
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var/mob/tracked_mob
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/datum/component/connect_mob_behalf/Initialize(client/tracked, list/connections)
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. = ..()
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if (!istype(tracked))
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return COMPONENT_INCOMPATIBLE
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src.connections = connections
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src.tracked = tracked
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/datum/component/connect_mob_behalf/RegisterWithParent()
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RegisterSignal(tracked, COMSIG_PARENT_QDELETING, .proc/handle_tracked_qdel)
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update_signals()
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/datum/component/connect_mob_behalf/UnregisterFromParent()
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unregister_signals()
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UnregisterSignal(tracked, COMSIG_PARENT_QDELETING)
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tracked = null
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tracked_mob = null
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/datum/component/connect_mob_behalf/proc/handle_tracked_qdel()
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SIGNAL_HANDLER
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qdel(src)
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/datum/component/connect_mob_behalf/proc/update_signals()
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unregister_signals()
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// Yes this is a runtime silencer
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// We could be in a position where logout is sent to two things, one thing intercepts it, then deletes the client's new mob
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// It's rare, and the same check in connect_loc_behalf is more fruitful, but it's still worth doing
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if(QDELETED(tracked?.mob))
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return
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tracked_mob = tracked.mob
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RegisterSignal(tracked_mob, COMSIG_MOB_LOGOUT, .proc/on_logout)
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for (var/signal in connections)
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parent.RegisterSignal(tracked_mob, signal, connections[signal])
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/datum/component/connect_mob_behalf/proc/unregister_signals()
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if(isnull(tracked_mob))
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return
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parent.UnregisterSignal(tracked_mob, connections)
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UnregisterSignal(tracked_mob, COMSIG_MOB_LOGOUT)
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tracked_mob = null
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/datum/component/connect_mob_behalf/proc/on_logout(mob/source)
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SIGNAL_HANDLER
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update_signals()
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+1
-1
@@ -7,7 +7,7 @@
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/atom
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layer = TURF_LAYER
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plane = GAME_PLANE
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appearance_flags = TILE_BOUND
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appearance_flags = TILE_BOUND|LONG_GLIDE
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||||
|
||||
/// pass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through.
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var/pass_flags_self = NONE
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||||
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||||
@@ -1,7 +1,7 @@
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/atom/movable
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||||
layer = OBJ_LAYER
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||||
glide_size = 8
|
||||
appearance_flags = TILE_BOUND|PIXEL_SCALE
|
||||
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
|
||||
|
||||
///how many times a this movable had movement procs called on it since Moved() was last called
|
||||
var/move_stacks = 0
|
||||
@@ -427,7 +427,6 @@
|
||||
if(!only_pulling && pulledby && moving_diagonally != FIRST_DIAG_STEP && (get_dist(src, pulledby) > 1 || z != pulledby.z)) //separated from our puller and not in the middle of a diagonal move.
|
||||
pulledby.stop_pulling()
|
||||
|
||||
|
||||
/atom/movable/proc/set_glide_size(target = 8)
|
||||
SEND_SIGNAL(src, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, target)
|
||||
glide_size = target
|
||||
@@ -590,6 +589,8 @@
|
||||
setDir(first_step_dir)
|
||||
else if (!inertia_moving)
|
||||
newtonian_move(direct)
|
||||
if(client_mobs_in_contents) // We're done moving, update our parallax now
|
||||
update_parallax_contents()
|
||||
moving_diagonally = 0
|
||||
return
|
||||
|
||||
@@ -656,7 +657,10 @@
|
||||
|
||||
if (!inertia_moving)
|
||||
newtonian_move(movement_dir)
|
||||
if (client_mobs_in_contents)
|
||||
// If we ain't moving diagonally right now, update our parallax
|
||||
// We don't do this all the time because diag movements should trigger one call to this, not two
|
||||
// Waste of cpu time, and it fucks the animate
|
||||
if (!moving_diagonally && client_mobs_in_contents)
|
||||
update_parallax_contents()
|
||||
|
||||
move_stacks--
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
|
||||
/atom/movable/warp_effect
|
||||
plane = GRAVITY_PULSE_PLANE
|
||||
appearance_flags = PIXEL_SCALE // no tile bound so you can see it around corners and so
|
||||
appearance_flags = PIXEL_SCALE|LONG_GLIDE // no tile bound so you can see it around corners and so
|
||||
icon = 'icons/effects/light_overlays/light_352.dmi'
|
||||
icon_state = "light"
|
||||
pixel_x = -176
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
plane = GAME_PLANE_FOV_HIDDEN
|
||||
anchored = TRUE
|
||||
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
||||
appearance_flags = 0
|
||||
appearance_flags = LONG_GLIDE
|
||||
|
||||
/obj/effect/projectile/singularity_pull()
|
||||
return
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
base_icon_state = "donutbox"
|
||||
spawn_type = /obj/item/food/donut/plain
|
||||
is_open = TRUE
|
||||
appearance_flags = KEEP_TOGETHER
|
||||
appearance_flags = KEEP_TOGETHER|LONG_GLIDE
|
||||
custom_premium_price = PAYCHECK_COMMAND * 1.75
|
||||
contents_tag = "donut"
|
||||
|
||||
|
||||
@@ -304,7 +304,6 @@ GLOBAL_LIST_EMPTY(lifts)
|
||||
//if going EAST, will turn to the NORTHEAST or SOUTHEAST and throw the ran over guy away
|
||||
var/datum/callback/land_slam = new(collided, /mob/living/.proc/tram_slam_land)
|
||||
collided.throw_at(throw_target, 200, 4, callback = land_slam)
|
||||
|
||||
set_glide_size(gliding_amount)
|
||||
forceMove(destination)
|
||||
for(var/atom/movable/thing as anything in things_to_move)
|
||||
|
||||
@@ -149,7 +149,7 @@
|
||||
desc = "A very large bluespace engine used to propel very large ships."
|
||||
bound_width = 64
|
||||
bound_height = 64
|
||||
appearance_flags = 0
|
||||
appearance_flags = LONG_GLIDE
|
||||
|
||||
/obj/structure/shuttle/engine/large/in_wall
|
||||
name = "in-wall engine"
|
||||
@@ -166,7 +166,7 @@
|
||||
desc = "An extremely large bluespace engine used to propel extremely large ships."
|
||||
bound_width = 96
|
||||
bound_height = 96
|
||||
appearance_flags = 0
|
||||
appearance_flags = LONG_GLIDE
|
||||
|
||||
/obj/structure/shuttle/engine/huge/in_wall
|
||||
name = "in-wall engine"
|
||||
|
||||
@@ -507,7 +507,7 @@ Moving interrupts
|
||||
name = "custom statue"
|
||||
icon_state = "base"
|
||||
obj_flags = CAN_BE_HIT | UNIQUE_RENAME
|
||||
appearance_flags = TILE_BOUND | PIXEL_SCALE | KEEP_TOGETHER //Added keep together in case targets has weird layering
|
||||
appearance_flags = TILE_BOUND | PIXEL_SCALE | KEEP_TOGETHER | LONG_GLIDE //Added keep together in case targets has weird layering
|
||||
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
|
||||
/// primary statue overlay
|
||||
var/mutable_appearance/content_ma
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
smoothing_flags = SMOOTH_CORNERS | SMOOTH_OBJ
|
||||
smoothing_groups = list(SMOOTH_GROUP_GAS_TANK)
|
||||
canSmoothWith = list(SMOOTH_GROUP_GAS_TANK)
|
||||
appearance_flags = KEEP_TOGETHER
|
||||
appearance_flags = KEEP_TOGETHER|LONG_GLIDE
|
||||
|
||||
greyscale_config = /datum/greyscale_config/stationary_canister
|
||||
greyscale_colors = "#ffffff"
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
anchored = TRUE //So it cant slide around after landing
|
||||
anchorable = FALSE
|
||||
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
|
||||
appearance_flags = KEEP_TOGETHER | PIXEL_SCALE
|
||||
appearance_flags = KEEP_TOGETHER | PIXEL_SCALE | LONG_GLIDE
|
||||
density = FALSE
|
||||
divable = FALSE
|
||||
///List of bitflags for supply pods, see: code\__DEFINES\obj_flags.dm
|
||||
|
||||
@@ -198,13 +198,16 @@
|
||||
var/turf/previous_turf
|
||||
///world.time of when we can state animate()ing parallax again
|
||||
var/dont_animate_parallax
|
||||
///world.time of last parallax update
|
||||
var/last_parallax_shift
|
||||
///ds between parallax updates
|
||||
var/parallax_throttle = 0
|
||||
/// Direction our current area wants to move parallax
|
||||
var/parallax_movedir = 0
|
||||
/// How many parallax layers to show our client
|
||||
var/parallax_layers_max = 4
|
||||
/// Timer for the area directional animation
|
||||
var/parallax_animate_timer
|
||||
/// Do we want to do parallax animations at all?
|
||||
/// Exists to prevent laptop fires
|
||||
var/do_parallax_animations = TRUE
|
||||
|
||||
///Are we locking our movement input?
|
||||
var/movement_locked = FALSE
|
||||
|
||||
|
||||
@@ -1030,6 +1030,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
|
||||
CRASH("change_view called without argument.")
|
||||
|
||||
view = new_size
|
||||
SEND_SIGNAL(src, COMSIG_VIEW_SET, new_size)
|
||||
mob.hud_used.screentip_text.update_view()
|
||||
apply_clickcatcher()
|
||||
mob.reload_fullscreen()
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
icon = 'icons/obj/lavaland/dead_ratvar.dmi'
|
||||
icon_state = "dead_ratvar"
|
||||
flags_1 = ON_BORDER_1
|
||||
appearance_flags = 0
|
||||
appearance_flags = LONG_GLIDE
|
||||
layer = FLY_LAYER
|
||||
plane = ABOVE_GAME_PLANE
|
||||
anchored = TRUE
|
||||
|
||||
@@ -150,7 +150,7 @@ GLOBAL_DATUM_INIT(cameranet, /datum/cameranet, new)
|
||||
icon = null
|
||||
icon_state = null
|
||||
anchored = TRUE // should only appear in vis_contents, but to be safe
|
||||
appearance_flags = RESET_TRANSFORM | TILE_BOUND
|
||||
appearance_flags = RESET_TRANSFORM | TILE_BOUND | LONG_GLIDE
|
||||
// this combination makes the static block clicks to everything below it,
|
||||
// without appearing in the right-click menu for non-AI clients
|
||||
mouse_opacity = MOUSE_OPACITY_ICON
|
||||
|
||||
@@ -152,7 +152,7 @@
|
||||
|
||||
|
||||
/obj/docking_port/mobile/proc/cleanup_runway(obj/docking_port/stationary/new_dock, list/old_turfs, list/new_turfs, list/areas_to_move, list/moved_atoms, rotation, movement_direction, area/underlying_old_area)
|
||||
underlying_old_area.afterShuttleMove()
|
||||
underlying_old_area.afterShuttleMove(0)
|
||||
|
||||
// Parallax handling
|
||||
// This needs to be done before the atom after move
|
||||
|
||||
@@ -142,7 +142,7 @@ GLOBAL_VAR_INIT(bsa_unlock, FALSE)
|
||||
pixel_x = -192
|
||||
bound_width = 352
|
||||
bound_x = -192
|
||||
appearance_flags = NONE //Removes default TILE_BOUND
|
||||
appearance_flags = LONG_GLIDE //Removes default TILE_BOUND
|
||||
|
||||
/obj/machinery/bsa/full/wrench_act(mob/living/user, obj/item/I)
|
||||
return FALSE
|
||||
|
||||
@@ -206,6 +206,7 @@
|
||||
#include "code\__DEFINES\dcs\signals\signals_bot.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_changeling.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_circuit.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_client.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_clothing.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_container.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_customizable.dm"
|
||||
@@ -695,6 +696,7 @@
|
||||
#include "code\datums\components\codeword_hearing.dm"
|
||||
#include "code\datums\components\combustible_flooder.dm"
|
||||
#include "code\datums\components\connect_containers.dm"
|
||||
#include "code\datums\components\connect_mob_behalf.dm"
|
||||
#include "code\datums\components\connect_loc_behalf.dm"
|
||||
#include "code\datums\components\connect_range.dm"
|
||||
#include "code\datums\components\construction.dm"
|
||||
|
||||
Reference in New Issue
Block a user