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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>code/__DEFINES/path_defines.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="code/__DEFINES/path_defines.html#define">Define Details</a></header><main><h1>code/__DEFINES/path_defines.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/path_defines.dm"><img src="git.png" width="16" height="16" title="code/__DEFINES/path_defines.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="code/__DEFINES/path_defines.html#define/CANPATHFINDPASS_DENSITY">CANPATHFINDPASS_DENSITY</a></th><td>If set, we make the assumption that CanPathfindPass() will NEVER return FALSE unless density is true</td></tr><tr><th><a href="code/__DEFINES/path_defines.html#define/CANPATHFINDPASS_ALWAYS_PROC">CANPATHFINDPASS_ALWAYS_PROC</a></th><td>If this is set, we bypass density checks and always call the proc</td></tr><tr><th><a href="code/__DEFINES/path_defines.html#define/CAN_STEP">CAN_STEP</a></th><td>A helper macro to see if it's possible to step from the first turf into the second one, minding things like door access and directional windows.
If you really want to optimize things, optimize this, cuz this gets called a lot.
We do early next.density check despite it being already checked in LinkBlockedWithAccess for short-circuit performance</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/CANPATHFINDPASS_ALWAYS_PROC"><aside class="declaration">#define </aside>CANPATHFINDPASS_ALWAYS_PROC <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/path_defines.dm#L5"><img src="git.png" width="16" height="16" title="code/__DEFINES/path_defines.dm 5"></a></h3><p>If this is set, we bypass density checks and always call the proc</p><h3 id="define/CANPATHFINDPASS_DENSITY"><aside class="declaration">#define </aside>CANPATHFINDPASS_DENSITY <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/path_defines.dm#L3"><img src="git.png" width="16" height="16" title="code/__DEFINES/path_defines.dm 3"></a></h3><p>If set, we make the assumption that CanPathfindPass() will NEVER return FALSE unless density is true</p><h3 id="define/CAN_STEP"><aside class="declaration">#define </aside>CAN_STEP<aside>(cur_turf, next, simulated_only, pass_info, avoid)</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/path_defines.dm#L12"><img src="git.png" width="16" height="16" title="code/__DEFINES/path_defines.dm 12"></a></h3><p>A helper macro to see if it's possible to step from the first turf into the second one, minding things like door access and directional windows.
If you really want to optimize things, optimize this, cuz this gets called a lot.
We do early next.density check despite it being already checked in LinkBlockedWithAccess for short-circuit performance</p></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>