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Singulo Optimization
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@@ -33,6 +33,7 @@ var/global/list/ghdel_profiling = list()
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// Garbage collection
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var/gc_destroyed=null
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var/allow_spin = 1 //Set this to 1 for a _target_ that is being thrown at; if an atom has this set to 1 then atoms thrown AT it will not spin; currently used for the singularity. -Fox
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/atom/Destroy()
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set_opacity(0)
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@@ -11,7 +11,7 @@
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var/turf/throw_source = null
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var/throw_speed = 2
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var/throw_range = 7
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var/no_spin = 0
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var/no_spin_thrown = 0 //set this to 1 if you don't want an item that you throw to spin, no matter what. -Fox
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var/moved_recently = 0
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var/mob/pulledby = null
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@@ -147,9 +147,9 @@
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src.throwing = 1
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src.thrower = thrower
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src.throw_source = get_turf(src) //store the origin turf
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if(!no_spin)
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SpinAnimation(5, 1)
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if(target.allow_spin) // turns out 1000+ spinning objects being thrown at the singularity creates lag - Iamgoofball
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if(!no_spin_thrown)
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SpinAnimation(5, 1)
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var/dist_x = abs(target.x - src.x)
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var/dist_y = abs(target.y - src.y)
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@@ -298,7 +298,7 @@ obj/item/weapon/twohanded/
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force_wielded = 18 // Was 13, Buffed - RR
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throwforce = 20
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throw_speed = 3
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no_spin = 1
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no_spin_thrown = 1 // Thrown spears that spin look dumb. -Fox
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flags = NOSHIELD
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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@@ -830,6 +830,8 @@
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float(!has_gravity)
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/mob/living/proc/float(on)
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if(throwing)
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return
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if(on && !floating)
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animate(src, pixel_y = 2, time = 10, loop = -1)
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floating = 1
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@@ -26,6 +26,7 @@
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var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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var/last_warning
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var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
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allow_spin = 0
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/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
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//CARN: admin-alert for chuckle-fuckery.
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