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-tg- Move Refactor
This commit ports /tg/'s move refactor. The throwing system has been replaced entirely, removing the necessity of throw_at_fast and resolving multiple outstanding issues, such as crossbows being unusable. Spacedrifting has also been upgraded to function with the new throwing system. It is now it's own process. Tickcomp has been killed, and the config values have been adjusted to more or less match live Paradise. All mobs now share a common Bump() proc. There are only four mobtypes which do not, including humans and simple animals. With the exception of mob types that do not ever want to Bump() or be Bumped(), they should call the parent proc. Human movement slowdown has been moderately tweaked in how it stacks effects; It shouldn't be significantly different from a player perspective. Mobs will now spread fire if they bump into another mob. I don't want to set the world on fiiiire, I just want start a flame in your heart~ For player facing changes: Input delay has been reduced by roughly ~50ms for any direction keys, by advantage of a previously unknown flag on byond verbs which allow them to operate independently from the tick rate of the server. You may need to clear your interface.dmf file if you have a custom skin for this change to function.
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@@ -23,7 +23,7 @@
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* If you are in the same turf, always true
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* If you are vertically/horizontally adjacent, ensure there are no border objects
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* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
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* Passing through in this case ignores anything with the throwpass flag, such as tables, racks, and morgue trays.
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* Passing through in this case ignores anything with the LETPASSTHROW flag, such as tables, racks, and morgue trays.
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*/
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/turf/Adjacent(var/atom/neighbor, var/atom/target = null)
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var/turf/T0 = get_turf(neighbor)
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@@ -82,26 +82,18 @@
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/*
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This checks if you there is uninterrupted airspace between that turf and this one.
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This is defined as any dense ON_BORDER object, or any dense object without throwpass.
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This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW.
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The border_only flag allows you to not objects (for source and destination squares)
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*/
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/turf/proc/ClickCross(var/target_dir, var/border_only, var/target_atom = null)
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for(var/obj/O in src)
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if( !O.density || O == target_atom || O.throwpass) continue // throwpass is used for anything you can click through
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if( !O.density || O == target_atom || (O.pass_flags & LETPASSTHROW))
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continue // LETPASSTHROW is used for anything you can click through
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if( O.flags&ON_BORDER) // windows have throwpass but are on border, check them first
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if( O.flags&ON_BORDER) // windows are on border, check them first
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if( O.dir & target_dir || O.dir&(O.dir-1) ) // full tile windows are just diagonals mechanically
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return 0
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else if( !border_only ) // dense, not on border, cannot pass over
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return 0
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return 1
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/*
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Aside: throwpass does not do what I thought it did originally, and is only used for checking whether or not
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a thrown object should stop after already successfully entering a square. Currently the throw code involved
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only seems to affect hitting mobs, because the checks performed against objects are already performed when
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entering or leaving the square. Since throwpass isn't used on mobs, but only on objects, it is effectively
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useless. Throwpass may later need to be removed and replaced with a passcheck (bitfield on movable atom passflags).
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Since I don't want to complicate the click code rework by messing with unrelated systems it won't be changed here.
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*/
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return 1
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