PROCESSING_SUBSYSTEM_DEF(projectiles) name = "Projectiles" wait = 1 stat_tag = "PP" flags = SS_NO_INIT|SS_TICKER /* * Maximum amount of pixels a projectile can pass per tick *unless* its a hitscan projectile. * This prevents projectiles from turning into essentially hitscans if SSprojectiles starts chugging * and projectiles accumulate a bunch of overtime they try to process next tick to fly through half the map. * Shouldn't really be increased past 5 tiles per tick because this maxes out at 100 FPS (recommended as of now) * and making a projectile faster than that will make it look jumpy because it'll be passing inconsistent * amounts of pixels per tick. */ var/max_pixels_per_tick = ICON_SIZE_ALL * 5 /* * How many pixels a projectile with a speed value of 1 passes in a tick. Currently all speed values * assume that 1 speed = 1 tile per decisecond, but this is a variable so that admins/debuggers can edit * in order to debug projectile behavior by evenly slowing or speeding all of them up. */ var/pixels_per_decisecond = ICON_SIZE_ALL