Removes a signal and a list from the movetype handler element. (#86119)

## About The Pull Request
We can already stop the floating anim by adding the no floating trait,
COMSIG_PAUSE_FLOATING_ANIM and the relative paused_floating_anim_atoms
list are redundant as we can just use the `TRAIT_CALLBACK_REMOVE` macro
and timers.

## Why It's Good For The Game
Less crap in the way of a one big bespoke element that manages the
movetypes of every living mob in the game.

## Changelog
N/A
This commit is contained in:
Ghom
2024-09-06 06:58:39 +02:00
committed by GitHub
parent 291f80c412
commit a66065cb6d
4 changed files with 7 additions and 29 deletions
@@ -58,7 +58,8 @@
if(!changed) //Nothing has been changed, nothing has to be done.
return
SEND_SIGNAL(src, COMSIG_PAUSE_FLOATING_ANIM, 0.3 SECONDS)
ADD_TRAIT(src, TRAIT_NO_FLOATING_ANIM, UPDATE_TRANSFORM_TRAIT)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_NO_FLOATING_ANIM, UPDATE_TRANSFORM_TRAIT), 0.3 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE)
//if true, we want to avoid any animation time, it'll tween and not rotate at all otherwise.
var/is_opposite_angle = SIMPLIFY_DEGREES(lying_angle+180) == lying_prev
animate(src, transform = ntransform, time = is_opposite_angle ? 0 : UPDATE_TRANSFORM_ANIMATION_TIME, pixel_y = final_pixel_y, dir = final_dir, easing = (EASE_IN|EASE_OUT))