Commit Graph

4 Commits

Author SHA1 Message Date
tonty
3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
klorpa
e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
MrMelbert
eea20b83e3 Kills seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things (#77219)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216

`status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I
feel like I should address it

For a majority of status effects, they process on fast processing but do
not tick every fastprocessing tick

This means that using `seconds_per_tick` here is not giving you the
seconds between status effect ticks, it's giving you seconds between
processing ticks (`0.2`)

This is how it's misleading - If you have a tick interval of `1
SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's
actually one-fifth. So all of your effects are now 80% weaker.

I have replaced the use of `seconds_per_tick` in tick with
`seconds_between_ticks`.

This number is, quite simply, the initial tick interval of the status
effect divided by ten.

An effect with the tick interval of `1 SECONDS` has a
`seconds_between_ticks` of 1.

As a consequence, some things which were inadvertently made weaker, such
as fire and some heretic things (at a glance), are now a little
stronger.

## Why It's Good For The Game

See above. Makes it more clear what you're doing when working with
effects.

## Changelog

🆑 Melbert
code: Updated some status effect tick code to be more clear of how long
is elapsing between ticks. Some effects that were inadvertently weakened
are now stronger as a result (fire and some heretic effects).
/🆑
2023-08-08 11:54:12 +12:00
MrMelbert
61e45109cc Auto-docs + code improvements + splits up status_effect.dm (#66362)
* Code improvements for status effects in general

* Does this for now

* Throws in a qdeleted check

* A return

* comment tweak

* Missed some ref()s

* Wrong var

* Comment clarifications

* Some more comment clarifications
2022-04-21 15:59:46 -07:00