-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.
This commit is contained in:
Tigercat2000
2017-05-16 21:30:38 -07:00
parent 9448a4d5b8
commit bbca8405ef
69 changed files with 1126 additions and 1191 deletions
+4 -5
View File
@@ -11,7 +11,7 @@
icon_state = "tank1"
density = 0
anchored = 0
throwpass = 0
pass_flags = 0
var/tank_type = "" // Type of aquarium, used for icon updating
var/water_capacity = 0 // Number of units the tank holds (varies with tank type)
@@ -38,8 +38,7 @@
icon_state = "bowl1"
density = 0 // Small enough to not block stuff
anchored = 0 // Small enough to move even when filled
throwpass = 1 // Just like at the county fair, you can't seem to throw the ball in to win the goldfish
pass_flags = PASSTABLE // Small enough to pull onto a table
pass_flags = PASSTABLE | LETPASSTHROW // Just like at the county fair, you can't seem to throw the ball in to win the goldfish, and it's small enough to pull onto a table
tank_type = "bowl"
water_capacity = 50 // Not very big, therefore it can't hold much
@@ -57,7 +56,7 @@
icon_state = "tank1"
density = 1
anchored = 1
throwpass = 1 // You can throw objects over this, despite it's density, because it's short enough.
pass_flags = LETPASSTHROW
tank_type = "tank"
water_capacity = 200 // Decent sized, holds almost 2 full buckets
@@ -75,7 +74,7 @@
icon_state = "wall1"
density = 1
anchored = 1
throwpass = 0 // This thing is the size of a wall, you can't throw past it.
pass_flags = 0 // This thing is the size of a wall, you can't throw past it.
tank_type = "wall"
water_capacity = 500 // This thing fills an entire tile, it holds a lot.