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
This commit is contained in:
VivianFoxfoot@gmail.com
2012-04-25 17:48:50 +00:00
parent 0d14417a07
commit 6f81fcb844
8 changed files with 148 additions and 31 deletions
+9
View File
@@ -16,7 +16,16 @@
message_admins("[key_name(src)] has modified world.tick_lag to [newtick]", 0)
world.tick_lag = newtick
feedback_add_details("admin_verb","TICKLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
switch(alert("Enable Tick Compensation?","Tick Comp is currently: [config.Tickcomp]","Yes","No"))
if("Yes")
config.Tickcomp = 1
else
config.Tickcomp = 0
return
src << "\red Error: ticklag(): Invalid world.ticklag value. No changes made."
return