Merge pull request #19095 from MrStonedOne/patch-225

Minor projectile refactor
This commit is contained in:
oranges
2016-07-08 09:50:22 +12:00
committed by GitHub
+54 -46
View File
@@ -140,58 +140,66 @@
Angle = setAngle
if(!legacy) //new projectiles
set waitfor = 0
var/next_run = world.time
while(loc)
if(!paused)
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(paused)
next_run = world.time
sleep(1)
continue
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
speed = round(speed)
step_towards(src, locate(new_x, new_y, z))
if(speed <= 1)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
step_towards(src, locate(new_x, new_y, z))
next_run += max(world.tick_lag, speed)
var/delay = next_run - world.time
if(delay <= world.tick_lag*2)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)))
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(max(1, speed))
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
if (delay > 0)
sleep(delay)
else //old projectile system
set waitfor = 0
while(loc)
@@ -204,7 +212,7 @@
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(1)
sleep(config.run_speed * 0.9)
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.