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Basic premise: Get all mob movement delays calculated in movement_delay() instead of having half of them in Client/Move(). Except for the slowdown from grabbing, which is so shit I can't even. The idea here is to eventually have the AI movements be at the same speed as client-initiated ones. Let's try this again: Removes TickComp because it's a useless pile of shit that's based on a false idea of how BYOND's ticks and tile-based movement work.
23 lines
941 B
Plaintext
23 lines
941 B
Plaintext
//replaces the old Ticklag verb, fps is easier to understand
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/client/proc/fps()
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set category = "Debug"
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set name = "Set fps"
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set desc = "Sets game speed in frames-per-second. Can potentially break the game"
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if(!check_rights(R_DEBUG)) return
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var/fps = round(input("Sets game frames-per-second. Can potentially break the game","FPS", config.fps) as num|null)
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if(fps <= 0)
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src << "<span class='danger'>Error: ticklag(): Invalid world.ticklag value. No changes made.</span>"
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return
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if(fps > config.fps)
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if(alert(src, "You are setting fps to a high value:\n\t[fps] frames-per-second\n\tconfig.fps = [config.fps]","Warning!","Confirm","ABORT-ABORT-ABORT") != "Confirm")
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return
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var/msg = "[key_name(src)] has modified world.fps to [fps]"
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log_admin(msg, 0)
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message_admins(msg, 0)
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feedback_add_details("admin_verb","TICKLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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world.fps = fps |