From 56fe430a25a28379dd267e170a302b46d50e249a Mon Sep 17 00:00:00 2001 From: kevinz000 <2003111+kevinz000@users.noreply.github.com> Date: Tue, 5 May 2020 14:18:09 -0700 Subject: [PATCH] ok (#12119) --- .../subsystem/processing/projectiles.dm | 1 - code/modules/projectiles/projectile.dm | 18 +----------------- 2 files changed, 1 insertion(+), 18 deletions(-) diff --git a/code/controllers/subsystem/processing/projectiles.dm b/code/controllers/subsystem/processing/projectiles.dm index 4171b5f8c1..8cd63c6949 100644 --- a/code/controllers/subsystem/processing/projectiles.dm +++ b/code/controllers/subsystem/processing/projectiles.dm @@ -3,7 +3,6 @@ PROCESSING_SUBSYSTEM_DEF(projectiles) wait = 1 stat_tag = "PP" flags = SS_NO_INIT|SS_TICKER - var/global_max_tick_moves = 10 var/global_pixel_speed = 2 var/global_iterations_per_move = 16 diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index f55ce75baa..432ef97dcb 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -33,7 +33,6 @@ var/fired = FALSE //Have we been fired yet var/paused = FALSE //for suspending the projectile midair var/last_projectile_move = 0 - var/last_process = 0 var/time_offset = 0 var/datum/point/vector/trajectory var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location! @@ -352,27 +351,12 @@ return TRUE //Bullets don't drift in space /obj/item/projectile/process() - last_process = world.time if(!loc || !fired || !trajectory) fired = FALSE return PROCESS_KILL if(paused || !isturf(loc)) - last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks. return - var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset - time_offset = 0 - var/required_moves = speed > 0? FLOOR(elapsed_time_deciseconds / speed, 1) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :< - if(required_moves == MOVES_HITSCAN) - required_moves = SSprojectiles.global_max_tick_moves - else - if(required_moves > SSprojectiles.global_max_tick_moves) - var/overrun = required_moves - SSprojectiles.global_max_tick_moves - required_moves = SSprojectiles.global_max_tick_moves - time_offset += overrun * speed - time_offset += MODULUS(elapsed_time_deciseconds, speed) - - for(var/i in 1 to required_moves) - pixel_move(1, FALSE) + pixel_move(1, FALSE) /obj/item/projectile/proc/fire(angle, atom/direct_target) if(fired_from)