Files
Yogstation/code/__DEFINES/move_force.dm
kevinz000 bb5cca1893 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 21:58:05 +01:00

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//Defaults
#define MOVE_FORCE_DEFAULT 1000
#define MOVE_RESIST_DEFAULT 1000
#define PULL_FORCE_DEFAULT 1000
//Factors/modifiers
#define MOVE_FORCE_PULL_RATIO 1 //Same move force to pull objects
#define MOVE_FORCE_PUSH_RATIO 1 //Same move force to normally push
#define MOVE_FORCE_FORCEPUSH_RATIO 2 //2x move force to forcefully push
#define MOVE_FORCE_CRUSH_RATIO 3 //3x move force to do things like crush objects
#define MOVE_FORCE_THROW_RATIO 1 //Same force throw as resist to throw objects
#define MOVE_FORCE_OVERPOWERING MOVE_FORCE_DEFAULT * MOVE_FORCE_CRUSH_RATIO * 10
#define MOVE_FORCE_EXTREMELY_STRONG MOVE_FORCE_DEFAULT * MOVE_FORCE_CRUSH_RATIO * 3
#define MOVE_FORCE_VERY_STRONG (MOVE_FORCE_DEFAULT * MOVE_FORCE_CRUSH_RATIO) - 1
#define MOVE_FORCE_STRONG MOVE_FORCE_DEFAULT * 2
#define MOVE_FORCE_NORMAL MOVE_FORCE_DEFAULT
#define MOVE_FORCE_WEAK MOVE_FORCE_DEFAULT / 2
#define MOVE_FORCE_VERY_WEAK (MOVE_FORCE_DEFAULT / MOVE_FORCE_CRUSH_RATIO) + 1
#define MOVE_FORCE_EXTREMELY_WEAK MOVE_FORCE_DEFAULT / (MOVE_FORCE_CRUSH_RATIO * 3)