From 7d3f58c6bbd40098eb3a5da91e98cbdb4ea7f6cf Mon Sep 17 00:00:00 2001 From: KasparoVy Date: Mon, 20 Mar 2017 04:14:33 -0400 Subject: [PATCH] Lag reduction. Also tweaks the rendering of the cinematic so it isn't interrupted by dust(). --- code/game/gamemodes/gameticker.dm | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm index 7906cda1a0d..006c0642202 100644 --- a/code/game/gamemodes/gameticker.dm +++ b/code/game/gamemodes/gameticker.dm @@ -259,12 +259,16 @@ var/round_start_time = 0 else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived" for(var/mob/M in mob_list) M.buckled = temp_buckle - if(M.client) - M.client.screen += cinematic if(M.stat != DEAD) var/turf/T = get_turf(M) if(T && is_station_level(T.z) && !istype(M.loc, /obj/structure/closet/secure_closet/freezer)) + var/mob/ghost = M.ghostize() M.dust() //no mercy + if(ghost && ghost.client) //Play the victims an uninterrupted cinematic. + ghost.client.screen += cinematic + CHECK_TICK + if(M && M.client) //Play the survivors a cinematic. + M.client.screen += cinematic //Now animate the cinematic switch(station_missed)