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Bubberstation/code/modules/mob/mob_defines.dm
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0a2d016002 [MIRROR] Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#550)
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)

Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.

* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut

Co-authored-by: Rob Bailey <actioninja@gmail.com>
2020-08-29 20:27:18 +01:00

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/**
* The mob, usually meant to be a creature of some type
*
* Has a client attached that is a living person (most of the time), although I have to admit
* sometimes it's hard to tell they're sentient
*
* Has a lot of the creature game world logic, such as health etc
*/
/mob
datum_flags = DF_USE_TAG
density = TRUE
layer = MOB_LAYER
animate_movement = SLIDE_STEPS
flags_1 = HEAR_1
hud_possible = list(ANTAG_HUD)
pressure_resistance = 8
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
throwforce = 10
blocks_emissive = EMISSIVE_BLOCK_GENERIC
///when this be added to vis_contents of something it inherit something.plane, important for visualisation of mob in openspace.
vis_flags = VIS_INHERIT_PLANE
var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
var/datum/mind/mind
var/static/next_mob_id = 0
/// List of movement speed modifiers applying to this mob
var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
/// The calculated mob speed slowdown based on the modifiers list
var/cached_multiplicative_slowdown
/// List of action speed modifiers applying to this mob
var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
/// The calculated mob action speed slowdown based on the modifiers list
var/cached_multiplicative_actions_slowdown
/// List of action hud items the user has
var/list/datum/action/actions
/// A special action? No idea why this lives here
var/list/datum/action/chameleon_item_actions
/// Whether a mob is alive or dead. TODO: Move this to living - Nodrak (2019, still here)
var/stat = CONSCIOUS
/* A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
/// The zone this mob is currently targeting
var/zone_selected = BODY_ZONE_CHEST
var/computer_id = null
var/list/logging = list()
/// The machine the mob is interacting with (this is very bad old code btw)
var/obj/machinery/machine = null
/// Tick time the mob can next move
var/next_move = null
/**
* Magic var that stops you moving and interacting with anything
*
* Set when you're being turned into something else and also used in a bunch of places
* it probably shouldn't really be
*/
var/notransform = null //Carbon
/// Is the mob blind
var/eye_blind = 0 //Carbon
/// Does the mob have blurry sight
var/eye_blurry = 0 //Carbon
/// What is the mobs real name (name is overridden for disguises etc)
var/real_name = null
/**
* back up of the real name during admin possession
*
* If an admin possesses an object it's real name is set to the admin name and this
* stores whatever the real name was previously. When possession ends, the real name
* is reset to this value
*/
var/name_archive //For admin things like possession
/// Default body temperature
var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
/// Drowsyness level of the mob
var/drowsyness = 0//Carbon
/// Dizziness level of the mob
var/dizziness = 0//Carbon
/// Jitteryness level of the mob
var/jitteriness = 0//Carbon
/// Hunger level of the mob
var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
/// Satiation level of the mob
var/satiety = 0//Carbon
/// How many ticks this mob has been over reating
var/overeatduration = 0 // How long this guy is overeating //Carbon
/// The current intent of the mob
var/a_intent = INTENT_HELP//Living
/// List of possible intents a mob can have
var/list/possible_a_intents = null//Living
/// The movement intent of the mob (run/wal)
var/m_intent = MOVE_INTENT_RUN//Living
/// The last known IP of the client who was in this mob
var/lastKnownIP = null
/// movable atom we are buckled to
var/atom/movable/buckled = null//Living
/// movable atoms buckled to this mob
var/atom/movable/buckling
//Hands
///What hand is the active hand
var/active_hand_index = 1
/**
* list of items held in hands
*
* len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand
* and 1 empty hand.
*
* NB: contains nulls!
*
* held_items[active_hand_index] is the actively held item, but please use
* [get_active_held_item()][/mob/proc/get_active_held_item] instead, because OOP
*/
var/list/held_items = list()
//HUD things
/// Storage component (for mob inventory)
var/datum/component/storage/active_storage
/// Active hud
var/datum/hud/hud_used = null
/// I have no idea tbh
var/research_scanner = FALSE
/// Is the mob throw intent on
var/in_throw_mode = FALSE
/// What job does this mob have
var/job = null//Living
/// A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
var/list/faction = list("neutral")
/// Can this mob enter shuttles
var/move_on_shuttle = 1
///The last mob/living/carbon to push/drag/grab this mob (exclusively used by slimes friend recognition)
var/mob/living/carbon/LAssailant = null
/**
* construct spells and mime spells.
*
* Spells that do not transfer from one mob to another and can not be lost in mindswap.
* obviously do not live in the mind
*/
var/list/mob_spell_list
/// bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH
/// Can they interact with station electronics
var/has_unlimited_silicon_privilege = 0
///Used by admins to possess objects. All mobs should have this var
var/obj/control_object
///Calls relay_move() to whatever this is set to when the mob tries to move
var/atom/movable/remote_control
/**
* The sound made on death
*
* leave null for no sound. used for *deathgasp
*/
var/deathsound
///the current turf being examined in the stat panel
var/turf/listed_turf = null
///The list of people observing this mob.
var/list/observers = null
///List of progress bars this mob is currently seeing for actions
var/list/progressbars = null //for stacking do_after bars
///For storing what do_after's someone has, in case we want to restrict them to only one of a certain do_after at a time
var/list/do_afters
///Allows a datum to intercept all click calls this mob is the source of
var/datum/click_intercept
///THe z level this mob is currently registered in
var/registered_z = null
var/memory_throttle_time = 0
var/list/alerts = list() /// contains [/obj/screen/alert only] // On /mob so clientless mobs will throw alerts properly
var/list/screens = list()
var/list/client_colours = list()
var/hud_type = /datum/hud
var/datum/h_sandbox/sandbox = null
var/datum/focus //What receives our keyboard inputs. src by default
/// Used for tracking last uses of emotes for cooldown purposes
var/list/emotes_used
///Whether the mob is updating glide size when movespeed updates or not
var/updating_glide_size = TRUE