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