Merge pull request #7951 from VOREStation/Arokha/perf

Performance tweaks
This commit is contained in:
Aronai Sieyes
2020-05-18 13:59:30 -04:00
committed by GitHub
26 changed files with 171 additions and 174 deletions

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@@ -29,8 +29,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define OPENCONTAINER (1<<4) // Is an open container for chemistry purposes.
#define PHORONGUARD (1<<5) // Does not get contaminated by phoron.
#define NOREACT (1<<6) // Reagents don't react inside this container.
#define PROXMOVE (1<<7)// Does this object require proximity checking in Enter()?
#define OVERLAY_QUEUED (1<<8)// Atom queued to SSoverlay for COMPILE_OVERLAYS
#define OVERLAY_QUEUED (1<<7)// Atom queued to SSoverlay for COMPILE_OVERLAYS
//Flags for items (equipment) - Used in /obj/item/var/item_flags
#define THICKMATERIAL (1<<0) // Prevents syringes, parapens and hyposprays if equipped to slot_suit or slot_head.

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@@ -231,35 +231,43 @@
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
var/list/speaker_coverage = list()
for(var/obj/item/device/radio/R in radios)
if(R)
//Cyborg checks. Receiving message uses a bit of cyborg's charge.
var/obj/item/device/radio/borg/BR = R
if(istype(BR) && BR.myborg)
var/mob/living/silicon/robot/borg = BR.myborg
var/datum/robot_component/CO = borg.get_component("radio")
if(!CO)
continue //No radio component (Shouldn't happen)
if(!borg.is_component_functioning("radio") || !borg.cell_use_power(CO.active_usage))
continue //No power.
var/turf/speaker = get_turf(R)
if(speaker)
for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage[T] = R
for(var/r in radios)
var/obj/item/device/radio/R = r // You better fucking be a radio.
var/turf/speaker = get_turf(R)
if(speaker)
for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage[T] = R
// Try to find all the players who can hear the message
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M)
var/turf/ear = get_turf(M)
if(ear)
// Ghostship is magic: Ghosts can hear radio chatter from anywhere
if(speaker_coverage[ear] || (istype(M, /mob/observer/dead) && M.is_preference_enabled(/datum/client_preference/ghost_radio)))
. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
if(M.can_hear_radio(speaker_coverage))
. += M
return .
/mob/proc/can_hear_radio(var/list/hearturfs)
return FALSE
/mob/living/can_hear_radio(var/list/hearturfs)
return get_turf(src) in hearturfs
/mob/living/silicon/robot/can_hear_radio(var/list/hearturfs)
var/turf/T = get_turf(src)
var/obj/item/device/radio/borg/R = hearturfs[T] // this should be an assoc list of turf-to-radio
// We heard it on our own radio? We use power for that.
if(istype(R) && R.myborg == src)
var/datum/robot_component/CO = get_component("radio")
if(!CO || !is_component_functioning("radio") || !cell_use_power(CO.active_usage))
return FALSE // Sorry, couldn't hear
return R // radio, true, false, what's the difference
/mob/observer/dead/can_hear_radio(var/list/hearturfs)
return is_preference_enabled(/datum/client_preference/ghost_radio)
//Uses dview to quickly return mobs and objects in view,
// then adds additional mobs or objects if they are in range 'smartly',
// based on their presence in lists of players or registered objects

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@@ -43,17 +43,3 @@
if (I.GetPixel(x_pixel, y_pixel))
return y_pixel - 1
return null
//Standard behaviour is to cut pixels from the main icon that are covered by pixels from the mask icon unless passed mask_ready, see below.
/proc/get_icon_difference(var/icon/main, var/icon/mask, var/mask_ready)
/*You should skip prep if the mask is already sprited properly. This significantly improves performance by eliminating most of the realtime icon work.
e.g. A 'ready' mask is a mask where the part you want cut out is missing (no pixels, 0 alpha) from the sprite, and everything else is solid white.*/
if(istype(main) && istype(mask))
if(!mask_ready) //Prep the mask if we're using a regular old sprite and not a special-made mask.
mask.Blend(rgb(255,255,255), ICON_SUBTRACT) //Make all pixels on the mask as black as possible.
mask.Opaque(rgb(255,255,255)) //Make the transparent pixels (background) white.
mask.BecomeAlphaMask() //Make all the black pixels vanish (fully transparent), leaving only the white background pixels.
main.AddAlphaMask(mask) //Make the pixels in the main icon that are in the transparent zone of the mask icon also vanish (fully transparent).
return main

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@@ -0,0 +1,33 @@
// Observer Pattern Implementation: Turf Entered/Exited
// Registration type: /turf
//
// Raised when: A /turf has a new item in contents, or an item has left it's contents
//
// Arguments that the called proc should expect:
// /turf: The turf that was entered/exited
// /atom/movable/moving_instance: The instance that entered/exited
// /atom/old_loc / /atom/new_loc: The previous/new loc of the mover
GLOBAL_DATUM_INIT(turf_entered_event, /decl/observ/turf_entered, new)
GLOBAL_DATUM_INIT(turf_exited_event, /decl/observ/turf_exited, new)
/decl/observ/turf_entered
name = "Turf Entered"
expected_type = /turf
/decl/observ/turf_exited
name = "Turf Exited"
expected_type = /turf
/********************
* Movement Handling *
********************/
/turf/Entered(var/atom/movable/am, var/atom/old_loc)
. = ..()
GLOB.turf_entered_event.raise_event(src, am, old_loc)
/turf/Exited(var/atom/movable/am, var/atom/new_loc)
. = ..()
GLOB.turf_exited_event.raise_event(src, am, new_loc)

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@@ -29,7 +29,6 @@
density = 0
unacidable = 1//Just to be sure.
var/def_zone
flags = PROXMOVE
pass_flags = PASSTABLE

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@@ -118,15 +118,33 @@
/atom/proc/CheckExit()
return 1
// If you want to use this, the atom must have the PROXMOVE flag, and the moving
// atom must also have the PROXMOVE flag currently to help with lag. ~ ComicIronic
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
// Used to be for the PROXMOVE flag, but that was terrible, so instead it's just here as a stub for
// all the atoms that still have the proc, but get events other ways.
/atom/proc/HasProximity(turf/T, atom/movable/AM, old_loc)
return
//Register listeners on turfs in a certain range
/atom/proc/sense_proximity(var/range = 1, var/callback)
ASSERT(callback)
ASSERT(isturf(loc))
var/list/turfs = trange(range, src)
for(var/t in turfs)
var/turf/T = t
GLOB.turf_entered_event.register(T, src, callback)
//Unregister from prox listening in a certain range. You should do this BEFORE you move, but if you
// really can't, then you can set the center where you moved from.
/atom/proc/unsense_proximity(var/range = 1, var/callback, var/center)
ASSERT(isturf(center) || isturf(loc))
var/list/turfs = trange(range, center ? center : src)
for(var/t in turfs)
var/turf/T = t
GLOB.turf_entered_event.unregister(T, src, callback)
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
P.on_hit(src, 0, def_zone)
. = 0

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@@ -87,6 +87,8 @@
// VOREStation Edit End
/obj/machinery/camera/Destroy()
if(isMotion())
unsense_proximity(callback = .HasProximity)
deactivate(null, 0) //kick anyone viewing out
if(assembly)
qdel(assembly)

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@@ -3,15 +3,13 @@
var/detectTime = 0
var/area/ai_monitored/area_motion = null
var/alarm_delay = 100 // Don't forget, there's another 10 seconds in queueAlarm()
flags = PROXMOVE
/obj/machinery/camera/internal_process()
// motion camera event loop
if (stat & (EMPED|NOPOWER))
return
if(!isMotion())
. = PROCESS_KILL
return
return PROCESS_KILL
if (detectTime > 0)
var/elapsed = world.time - detectTime
if (elapsed > alarm_delay)
@@ -56,7 +54,7 @@
detectTime = -1
return 1
/obj/machinery/camera/HasProximity(atom/movable/AM as mob|obj)
/obj/machinery/camera/HasProximity(turf/T, atom/movable/AM, old_loc)
// Motion cameras outside of an "ai monitored" area will use this to detect stuff.
if (!area_motion)
if(isliving(AM))

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@@ -212,9 +212,12 @@ var/global/list/engineering_networks = list(
update_coverage()
/obj/machinery/camera/proc/upgradeMotion()
if(!isturf(loc))
return //nooooo
assembly.upgrades.Add(new /obj/item/device/assembly/prox_sensor(assembly))
setPowerUsage()
START_MACHINE_PROCESSING(src)
sense_proximity(callback = .HasProximity)
update_coverage()
/obj/machinery/camera/proc/setPowerUsage()

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@@ -13,7 +13,6 @@
anchored = 1
use_power = USE_POWER_IDLE
idle_power_usage = 2
flags = PROXMOVE
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
name = "portable flasher"
@@ -92,13 +91,13 @@
flash()
..(severity)
/obj/machinery/flasher/portable/HasProximity(atom/movable/AM as mob|obj)
if((disable) || (last_flash && world.time < last_flash + 150))
/obj/machinery/flasher/portable/HasProximity(turf/T, atom/movable/AM, oldloc)
if(disable || !anchored || (last_flash && world.time < last_flash + 150))
return
if(istype(AM, /mob/living/carbon))
if(iscarbon(AM))
var/mob/living/carbon/M = AM
if((M.m_intent != "walk") && (anchored))
if(M.m_intent != "walk")
flash()
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -108,11 +107,13 @@
if(!anchored)
user.show_message(text("<span class='warning'>[src] can now be moved.</span>"))
overlays.Cut()
cut_overlays()
unsense_proximity(callback = .HasProximity)
else if(anchored)
user.show_message(text("<span class='warning'>[src] is now secured.</span>"))
overlays += "[base_state]-s"
add_overlay("[base_state]-s")
sense_proximity(callback = .HasProximity)
/obj/machinery/button/flasher
name = "flasher button"

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@@ -441,7 +441,6 @@
var/health = 100
var/status = BURST //can be GROWING, GROWN or BURST; all mutually exclusive
flags = PROXMOVE
/obj/effect/alien/egg/New()
/*
@@ -545,16 +544,4 @@
/obj/effect/alien/egg/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 500 + T0C)
health -= 5
healthcheck()
/*
/obj/effect/alien/egg/HasProximity(atom/movable/AM as mob|obj)
if(status == GROWN)
if(!CanHug(AM))
return
var/mob/living/carbon/C = AM
if(C.stat == CONSCIOUS && C.status_flags & XENO_HOST)
return
Burst(0)
*/
healthcheck()

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@@ -643,11 +643,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
//Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW
/obj/item/var/ignore_visor_zoom_restriction = FALSE
/obj/item/on_loc_moved(var/oldloc)
. = ..()
if(zoom)
zoom() // aka unzoom
/obj/item/proc/zoom(var/tileoffset = 14,var/viewsize = 9) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
var/devicename
@@ -677,6 +672,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
H.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in
H.set_viewsize(viewsize)
zoom = 1
GLOB.moved_event.register(H, src, .proc/zoom)
var/tilesize = 32
var/viewoffset = tilesize * tileoffset
@@ -705,6 +701,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(!H.hud_used.hud_shown)
H.toggle_zoom_hud()
zoom = 0
GLOB.moved_event.unregister(H, src, .proc/zoom)
H.client.pixel_x = 0
H.client.pixel_y = 0
@@ -773,13 +770,13 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(!inhands)
apply_custom(standing_icon) //Pre-image overridable proc to customize the thing
apply_addblends(icon2use,standing_icon) //Some items have ICON_ADD blend shaders
if(istype(clip_mask)) //VOREStation Edit - For taur bodies/tails clipping off parts of uniforms and suits.
standing_icon = get_icon_difference(standing_icon, clip_mask, 1)
var/image/standing = image(standing_icon)
standing.alpha = alpha
standing.color = color
standing.layer = layer2use
if(istype(clip_mask)) //VOREStation Edit - For taur bodies/tails clipping off parts of uniforms and suits.
standing.filters += filter(type = "alpha", icon = clip_mask)
//Apply any special features
if(!inhands)

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@@ -9,7 +9,6 @@
var/mob/attacher = null
var/valve_open = 0
var/toggle = 1
flags = PROXMOVE
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user)
var/turf/location = get_turf(src) // For admin logs
@@ -57,11 +56,15 @@
return
/obj/item/device/transfer_valve/HasProximity(atom/movable/AM as mob|obj)
if(!attached_device) return
attached_device.HasProximity(AM)
return
/obj/item/device/transfer_valve/HasProximity(turf/T, atom/movable/AM, old_loc)
attached_device?.HasProximity(T, AM, old_loc)
/obj/item/device/transfer_valve/Moved(old_loc, direction, forced)
. = ..()
if(isturf(old_loc))
unsense_proximity(callback = .HasProximity, center = old_loc)
if(isturf(loc))
sense_proximity(callback = .HasProximity)
/obj/item/device/transfer_valve/attack_self(mob/user as mob)
ui_interact(user)

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@@ -678,6 +678,11 @@ var/list/global/tank_gauge_cache = list()
tank.update_icon()
tank.overlays -= "bomb_assembly"
/obj/item/device/tankassemblyproxy/HasProximity(atom/movable/AM as mob|obj)
if(src.assembly)
src.assembly.HasProximity(AM)
/obj/item/device/tankassemblyproxy/HasProximity(turf/T, atom/movable/AM, old_loc)
assembly?.HasProximity(T, AM, old_loc)
/obj/item/device/tankassemblyproxy/Moved(old_loc, direction, forced)
if(isturf(old_loc))
unsense_proximity(callback = .HasProximity, center = old_loc)
if(isturf(loc))
sense_proximity(callback = .HasProximity)

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@@ -142,18 +142,8 @@ turf/attackby(obj/item/weapon/W as obj, mob/user as mob)
sleep(2)
O.update_transform()
var/const/enterloopsanity = 100
/turf/Entered(atom/atom as mob|obj)
if(movement_disabled)
to_chat(usr, "<span class='warning'>Movement is admin-disabled.</span>") //This is to identify lag problems
return
..()
if(!istype(atom, /atom/movable))
return
var/atom/movable/A = atom
/turf/Entered(var/atom/movable/A, var/old_loc)
. = ..()
if(ismob(A))
var/mob/M = A
@@ -166,16 +156,6 @@ var/const/enterloopsanity = 100
M.inertia_dir = 0
M.make_floating(0)
var/objects = 0
if(A && (A.flags & PROXMOVE))
for(var/atom/movable/thing in range(1))
if(objects++ > enterloopsanity) break
spawn(0)
if(A) //Runtime prevention
A.HasProximity(thing, 1)
if ((thing && A) && (thing.flags & PROXMOVE))
thing.HasProximity(A, 1)
/turf/CanPass(atom/movable/mover, turf/target)
if(!target)
return FALSE

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@@ -3,7 +3,6 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = PROXMOVE
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 3
@@ -64,11 +63,18 @@
else
. += "\The [src] can be attached!"
/obj/item/device/assembly_holder/HasProximity(atom/movable/AM as mob|obj)
/obj/item/device/assembly_holder/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(isturf(old_loc))
unsense_proximity(callback = .HasProximity, center = old_loc)
if(isturf(loc))
sense_proximity(callback = .HasProximity)
/obj/item/device/assembly_holder/HasProximity(turf/T, atom/movable/AM, old_loc)
if(a_left)
a_left.HasProximity(AM)
a_left.HasProximity(T, AM, old_loc)
if(a_right)
a_right.HasProximity(AM)
a_right.HasProximity(T, AM, old_loc)
/obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj)
if(AM.is_incorporeal())

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@@ -4,7 +4,6 @@
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
flags = PROXMOVE
wires = WIRE_PULSE
secured = 0
@@ -33,7 +32,7 @@
update_icon()
return secured
/obj/item/device/assembly/prox_sensor/HasProximity(atom/movable/AM as mob|obj)
/obj/item/device/assembly/prox_sensor/HasProximity(turf/T, atom/movable/AM, old_loc)
if(!istype(AM))
log_debug("DEBUG: HasProximity called with [AM] on [src] ([usr]).")
return
@@ -90,6 +89,10 @@
/obj/item/device/assembly/prox_sensor/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(isturf(old_loc))
unsense_proximity(range = range, callback = .HasProximity, center = old_loc)
if(isturf(loc))
sense_proximity(range = range, callback = .HasProximity)
sense()
/obj/item/device/assembly/prox_sensor/interact(mob/user as mob)//TODO: Change this to the wires thingy

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@@ -72,8 +72,9 @@
var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/plant
/obj/effect/plant/Destroy()
if(plant_controller)
plant_controller.remove_plant(src)
if(seed.get_trait(TRAIT_SPREAD)==2)
unsense_proximity(callback = .HasProximity, center = get_turf(src))
plant_controller.remove_plant(src)
for(var/obj/effect/plant/neighbor in range(1,src))
plant_controller.add_plant(neighbor)
return ..()
@@ -106,6 +107,7 @@
name = seed.display_name
max_health = round(seed.get_trait(TRAIT_ENDURANCE)/2)
if(seed.get_trait(TRAIT_SPREAD)==2)
sense_proximity(callback = .HasProximity) // Grabby
max_growth = VINE_GROWTH_STAGES
growth_threshold = max_health/VINE_GROWTH_STAGES
icon = 'icons/obj/hydroponics_vines.dmi'

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@@ -1,4 +1,4 @@
/obj/effect/plant/HasProximity(var/atom/movable/AM)
/obj/effect/plant/HasProximity(turf/T, atom/movable/AM, old_loc)
if(!is_mature() || seed.get_trait(TRAIT_SPREAD) != 2)
return
@@ -13,6 +13,14 @@
spawn(1)
entangle(M)
/obj/effect/plant/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(seed.get_trait(TRAIT_SPREAD)==2)
if(isturf(old_loc))
unsense_proximity(callback = .HasProximity, center = old_loc)
if(isturf(loc))
sense_proximity(callback = .HasProximity)
/obj/effect/plant/attack_hand(var/mob/user)
manual_unbuckle(user)

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@@ -15,7 +15,6 @@ var/const/MAX_ACTIVE_TIME = 400
icon_state = "facehugger"
item_state = "facehugger"
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
flags = PROXMOVE
body_parts_covered = FACE|EYES
throw_range = 5

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@@ -591,11 +591,11 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//Build a uniform sprite
//VOREStation Edit start.
var/icon/c_mask = null
if(tail_style && tail_style.clip_mask_icon && tail_style.clip_mask_state)
var/icon/c_mask = tail_style?.clip_mask
if(c_mask)
var/obj/item/clothing/suit/S = wear_suit
if(!(wear_suit && ((wear_suit.flags_inv & HIDETAIL) || (istype(S) && S.taurized)))) //Clip the lower half of the uniform off using the tail's clip mask.
c_mask = new /icon(tail_style.clip_mask_icon, tail_style.clip_mask_state)
if(!istype(S) || (wear_suit.flags_inv & HIDETAIL) || S.taurized) // Reasons to not mask
c_mask = null
overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_w_uniform_str, default_icon = uniform_sprite, default_layer = UNIFORM_LAYER, clip_mask = c_mask)
//VOREStation Edit end.
apply_layer(UNIFORM_LAYER)
@@ -779,10 +779,10 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//VOREStation Edit start.
var/icon/c_mask = null
var/tail_is_rendered = (overlays_standing[TAIL_LAYER] || overlays_standing[TAIL_LAYER_ALT])
var/valid_clip_mask = (tail_style && tail_style.clip_mask_icon && tail_style.clip_mask_state)
var/valid_clip_mask = tail_style?.clip_mask
if(tail_is_rendered && valid_clip_mask && !(suit && istype(suit) && suit.taurized)) //Clip the lower half of the suit off using the tail's clip mask for taurs since taur bodies aren't hidden.
c_mask = new /icon(tail_style.clip_mask_icon, tail_style.clip_mask_state)
c_mask = valid_clip_mask
overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_suit_str, default_icon = suit_sprite, default_layer = SUIT_LAYER, clip_mask = c_mask)
//VOREStation Edit end.

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@@ -1,50 +1,3 @@
// WARNING - UNUSED PROC
/mob/living/carbon/human/proc/get_wing_icon()
if(QDESTROYING(src))
return
var/icon_key = "[species.get_race_key(src)][r_skin][g_skin][b_skin][r_hair][g_hair][b_hair]"
var/icon/wing_icon = wing_icon_cache[icon_key]
if(!wing_icon)
//generate a new one
var/species_wing_anim = species.get_wing_animation(src)
if(species.icobase_wing) species_wing_anim = species.icobase
if(!species_wing_anim) species_wing_anim = 'icons/effects/species.dmi'
wing_icon = new/icon(species_wing_anim)
if(species.color_mult)
wing_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_MULTIPLY)
else
wing_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
// The following will not work with animated wings.
var/use_species_wing = species.get_wing_hair(src)
if(use_species_wing)
var/icon/hair_icon = icon('icons/effects/species.dmi', "[species.get_wing(src)]_[use_species_wing]")
hair_icon.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
wing_icon.Blend(hair_icon, ICON_OVERLAY)
wing_icon_cache[icon_key] = wing_icon
return wing_icon
// WARNING - UNUSED PROC
/mob/living/carbon/human/proc/set_wing_state(var/t_state)
if(QDESTROYING(src))
return
var/image/wing_overlay = overlays_standing[WING_LAYER]
if(wing_overlay && species.get_wing_animation(src))
wing_overlay.icon_state = t_state
return wing_overlay
return null
// WARNING - UNUSED PROC
/mob/living/carbon/human/proc/animate_wing_reset(var/update_icons=1)
if(stat != DEAD)
set_wing_state("[species.get_wing(src)]_idle[rand(0,9)]")
else
set_wing_state("[species.get_wing(src)]_static")
toggle_wing_vr(FALSE)
/mob/living/carbon/human/proc/get_wing_image()
if(QDESTROYING(src))
return

View File

@@ -3,7 +3,6 @@
layer = MOB_LAYER
plane = MOB_PLANE
animate_movement = 2
flags = PROXMOVE
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak

View File

@@ -10,12 +10,15 @@
unacidable = 1
use_power = USE_POWER_OFF
light_range = 4
flags = PROXMOVE
var/obj/machinery/field_generator/FG1 = null
var/obj/machinery/field_generator/FG2 = null
var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
/obj/machinery/containment_field/Initialize()
sense_proximity(callback = .HasProximity)
/obj/machinery/containment_field/Destroy()
unsense_proximity(callback = .HasProximity)
if(FG1 && !FG1.clean_up)
FG1.cleanup()
if(FG2 && !FG2.clean_up)
@@ -33,7 +36,7 @@
/obj/machinery/containment_field/ex_act(severity)
return 0
/obj/machinery/containment_field/HasProximity(atom/movable/AM as mob|obj)
/obj/machinery/containment_field/HasProximity(turf/T, atom/movable/AM, old_loc)
if(istype(AM,/mob/living/silicon) && prob(40))
shock(AM)
return 1
@@ -42,8 +45,6 @@
return 1
return 0
/obj/machinery/containment_field/shock(mob/living/user as mob)
if(hasShocked)
return 0

View File

@@ -791,6 +791,12 @@
var/list/hide_body_parts = list() //Uses organ tag defines. Bodyparts in this list do not have their icons rendered, allowing for more spriter freedom when doing taur/digitigrade stuff.
var/icon/clip_mask_icon = null //Icon file used for clip mask.
var/clip_mask_state = null //Icon state to generate clip mask. Clip mask is used to 'clip' off the lower part of clothing such as jumpsuits & full suits.
var/icon/clip_mask = null //Instantiated clip mask of given icon and state
/datum/sprite_accessory/tail/New()
. = ..()
if(clip_mask_icon && clip_mask_state)
clip_mask = icon(icon = clip_mask_icon, icon_state = clip_mask_state)
// Species-unique tails

View File

@@ -355,6 +355,7 @@
#include "code\datums\observation\shuttle_moved.dm"
#include "code\datums\observation\stat_set.dm"
#include "code\datums\observation\turf_changed.dm"
#include "code\datums\observation\turf_enterexit.dm"
#include "code\datums\observation\unequipped.dm"
#include "code\datums\observation\z_moved.dm"
#include "code\datums\observation\~cleanup.dm"