being prone (army crawling, borers) now adds the TRAIT_IGNORE_ELEVATION trait (#3295)

## About The Pull Request
What it means is that there shouldn't be any more sprite stuttering*
when crawling under racks or tables due to the elevation elements
attached to them.

*Under normal cirumstances, it should be offset vertically but for some
reason the offset is reset, perhaps from some of your modular changes,
leaving only the animation in.

## Why It's Good For The Game
Fixing a nominal issue.

## Proof Of Testing
It works for xeno larvas upstream. It'll work here as well.

## Changelog

🆑
fix: You no longer jitter when crawling under tables and the likes as a
borer or from of army crawling.
/🆑
This commit is contained in:
Ghom
2025-03-16 01:53:45 -04:00
committed by nevimer
parent b2fb81f1ea
commit 9fa798fd14
@@ -10,7 +10,7 @@
if(hand_blocking)
parent.add_traits(list(TRAIT_HANDS_BLOCKED), type)
parent.add_traits(list(TRAIT_PRONE, TRAIT_FLOORED, TRAIT_NO_THROWING), type)
parent.add_traits(list(TRAIT_PRONE, TRAIT_FLOORED, TRAIT_NO_THROWING, TRAIT_IGNORE_ELEVATION), type)
passtable_on(parent, type)
source.layer = PROJECTILE_HIT_THRESHHOLD_LAYER
@@ -27,7 +27,7 @@
/datum/component/prone_mob/proc/stop_army_crawl(mob/living/source)
SIGNAL_HANDLER
source = parent
parent.remove_traits(list(TRAIT_PRONE, TRAIT_FLOORED, TRAIT_NO_THROWING, TRAIT_HANDS_BLOCKED), type)
parent.remove_traits(list(TRAIT_PRONE, TRAIT_FLOORED, TRAIT_NO_THROWING, TRAIT_HANDS_BLOCKED, TRAIT_IGNORE_ELEVATION), type)
passtable_off(parent, type)
source.layer = MOB_LAYER
qdel(src)