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Adds tickcomp, an attempt to make mob movement speeds level across all tickrates. Works pretty well.
Adds a (disabled) framework for making people drop where they're stunned without waiting for the next tick Shuffles sleeping and resting, making them cause effects of their own rather than just relying on 2 ticks of paralysis or whatever. You now stand up before being able to move again (called in canmove) Reduces slip chance from 50 to 0 when knocked out (more in line with the comments in the code, and it just makes more sense) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3503 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -16,7 +16,16 @@
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message_admins("[key_name(src)] has modified world.tick_lag to [newtick]", 0)
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world.tick_lag = newtick
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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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switch(alert("Enable Tick Compensation?","Tick Comp is currently: [config.Tickcomp]","Yes","No"))
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if("Yes")
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config.Tickcomp = 1
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else
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config.Tickcomp = 0
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return
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src << "\red Error: ticklag(): Invalid world.ticklag value. No changes made."
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return
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