Ports movespeed modifiers code updates.

This commit is contained in:
Ghommie
2020-03-06 03:35:56 +01:00
parent 7a539d0a78
commit e484f72d7b
17 changed files with 158 additions and 119 deletions

View File

@@ -17,6 +17,9 @@
//ids
#define MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED "MOB_WALK_RUN"
#define MOVESPEED_ID_MOB_GRAB_STATE "MOB_GRAB_STATE"
#define MOVESPEED_ID_MOB_EQUIPMENT "MOB_EQUIPMENT"
#define MOVESPEED_ID_MOB_GRAVITY "MOB_GRAVITY"
#define MOVESPEED_ID_CONFIG_SPEEDMOD "MOB_CONFIG_MODIFIER"
#define MOVESPEED_ID_SLIME_REAGENTMOD "SLIME_REAGENT_MODIFIER"
@@ -28,6 +31,7 @@
#define MOVESPEED_ID_TARANTULA_WEB "TARANTULA_WEB"
#define MOVESPEED_ID_LIVING_TURF_SPEEDMOD "LIVING_TURF_SPEEDMOD"
#define MOVESPEED_ID_LIVING_LIMBLESS "LIVING_LIMBLESS"
#define MOVESPEED_ID_CARBON_SOFTCRIT "CARBON_SOFTCRIT"
#define MOVESPEED_ID_CARBON_OLDSPEED "CARBON_DEPRECATED_SPEED"
@@ -59,15 +63,19 @@
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_SLAUGHTER "SLAUGHTER"
#define MOVESPEED_ID_CYBER_THRUSTER "CYBER_IMPLANT_THRUSTER"
#define MOVESPEED_ID_JETPACK "JETPACK"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_FAT "FAT"
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"

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@@ -119,7 +119,7 @@
D.grabbedby(A, 1)
if(old_grab_state == GRAB_PASSIVE)
D.drop_all_held_items()
A.grab_state = GRAB_AGGRESSIVE //Instant agressive grab if on grab intent
A.setGrabState(GRAB_AGGRESSIVE) //Instant agressive grab if on grab intent
log_combat(A, D, "grabbed", addition="aggressively")
D.visible_message("<span class='warning'>[A] violently grabs [D]!</span>", \
"<span class='userdanger'>[A] violently grabs you!</span>")
@@ -185,7 +185,7 @@
D.SetSleeping(400)
restraining = FALSE
if(A.grab_state < GRAB_NECK)
A.grab_state = GRAB_NECK
A.setGrabState(GRAB_NECK)
else
restraining = FALSE
return FALSE

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@@ -34,10 +34,10 @@
log_combat(A, D, "grabbed", addition="aggressively")
D.visible_message("<span class='warning'>[A] violently grabs [D]!</span>", \
"<span class='userdanger'>[A] violently grabs you!</span>")
A.grab_state = GRAB_AGGRESSIVE //Instant aggressive grab
A.setGrabState(GRAB_AGGRESSIVE) //Instant aggressive grab
else
log_combat(A, D, "grabbed", addition="passively")
A.grab_state = GRAB_PASSIVE
A.setGrabState(GRAB_PASSIVE)
if(4)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
atk_verb = "headbutts"

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@@ -115,7 +115,7 @@
D.grabbedby(A, 1)
if(old_grab_state == GRAB_PASSIVE)
D.drop_all_held_items()
A.grab_state = GRAB_AGGRESSIVE //Instant agressive grab if on grab intent
A.setGrabState(GRAB_AGGRESSIVE) //Instant agressive grab if on grab intent
log_combat(A, D, "grabbed", addition="aggressively")
D.visible_message("<span class='warning'>[A] violently grabs [D]!</span>", \
"<span class='userdanger'>[A] violently grabs you!</span>")

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@@ -514,39 +514,6 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/client/proc/ResetAmbiencePlayed()
played = FALSE
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
if(!T)
return 0
var/list/forced_gravity = list()
SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
if(!forced_gravity.len)
SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
if(forced_gravity.len)
var/max_grav
for(var/i in forced_gravity)
max_grav = max(max_grav, i)
if(max_grav)
return max_grav
if(isspaceturf(T)) // Turf never has gravity
return 0
var/area/A = get_area(T)
if(A.has_gravity) // Areas which always has gravity
return A.has_gravity
else
// There's a gravity generator on our z level
if(GLOB.gravity_generators["[T.z]"])
var/max_grav = 0
for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
max_grav = max(G.setting,max_grav)
return max_grav
return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
/area/proc/setup(a_name)
name = a_name
power_equip = FALSE

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@@ -918,3 +918,49 @@ Proc for attack log creation, because really why not
if(!(material_flags & MATERIAL_NO_EFFECTS))
custom_material.on_applied(src, materials[custom_material] * multiplier * material_modifier, material_flags)
custom_materials[custom_material] += materials[x] * multiplier
/**
* Returns true if this atom has gravity for the passed in turf
*
* Sends signals COMSIG_ATOM_HAS_GRAVITY and COMSIG_TURF_HAS_GRAVITY, both can force gravity with
* the forced gravity var
*
* Gravity situations:
* * No gravity if you're not in a turf
* * No gravity if this atom is in is a space turf
* * Gravity if the area it's in always has gravity
* * Gravity if there's a gravity generator on the z level
* * Gravity if the Z level has an SSMappingTrait for ZTRAIT_GRAVITY
* * otherwise no gravity
*/
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
if(!T)
return 0
var/list/forced_gravity = list()
SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
if(!forced_gravity.len)
SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
if(forced_gravity.len)
var/max_grav
for(var/i in forced_gravity)
max_grav = max(max_grav, i)
return max_grav
if(isspaceturf(T)) // Turf never has gravity
return 0
var/area/A = get_area(T)
if(A.has_gravity) // Areas which always has gravity
return A.has_gravity
else
// There's a gravity generator on our z level
if(GLOB.gravity_generators["[T.z]"])
var/max_grav = 0
for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
max_grav = max(G.setting,max_grav)
return max_grav
return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)

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@@ -131,7 +131,7 @@
return FALSE
// Are we trying to pull something we are already pulling? Then enter grab cycle and end.
if(AM == pulling)
grab_state = state
setGrabState(state)
if(istype(AM,/mob/living))
var/mob/living/AMob = AM
AMob.grabbedby(src)
@@ -142,7 +142,7 @@
AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
pulling = AM
AM.pulledby = src
grab_state = state
setGrabState(state)
if(ismob(AM))
var/mob/M = AM
log_combat(src, M, "grabbed", addition="passive grab")
@@ -155,7 +155,7 @@
pulling.pulledby = null
var/mob/living/ex_pulled = pulling
pulling = null
grab_state = 0
setGrabState(0)
if(isliving(ex_pulled))
var/mob/living/L = ex_pulled
L.update_canmove()// mob gets up if it was lyng down in a chokehold
@@ -865,6 +865,11 @@
return FALSE
return TRUE
/// Updates the grab state of the movable
/// This exists to act as a hook for behaviour
/atom/movable/proc/setGrabState(newstate)
grab_state = newstate
/obj/item/proc/do_pickup_animation(atom/target)
set waitfor = FALSE
if(!istype(loc, /turf))

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@@ -378,6 +378,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
user.update_equipment_speed_mods()
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
@@ -423,6 +424,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
item_flags |= IN_INVENTORY
user.update_equipment_speed_mods()
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)

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@@ -1,15 +1,3 @@
/mob/living/carbon/movement_delay()
. = ..()
. += grab_state * 3 //can't go fast while grabbing something.
if(!get_leg_ignore()) //ignore the fact we lack legs
var/leg_amount = get_num_legs()
. += 6 - 3*leg_amount //the fewer the legs, the slower the mob
if(!leg_amount)
. += 6 - 3*get_num_arms() //crawling is harder with fewer arms
if(legcuffed)
. += legcuffed.slowdown
/mob/living/carbon/slip(knockdown_amount, obj/O, lube)
if(movement_type & FLYING && !(lube & FLYING_DOESNT_HELP))
return FALSE

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@@ -948,6 +948,22 @@
if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
visible_message("<span class='warning'>[src.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/carbon/human/updatehealth()
. = ..()
if(HAS_TRAIT(src, TRAIT_IGNORESLOWDOWN))
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN)
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING)
return
var/stambufferinfluence = (bufferedstam*(100/stambuffer))*0.2 //CIT CHANGE - makes stamina buffer influence movedelay
var/health_deficiency = ((100 + stambufferinfluence) - health + (getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss and makes stamina buffer influence it
if(health_deficiency >= 40)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 75), blacklisted_movetypes = FLOATING|FLYING)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 25), movetypes = FLOATING)
else
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN)
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING)
/mob/living/carbon/human/do_after_coefficent()
. = ..()
. *= physiology.do_after_speed

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@@ -9,8 +9,8 @@
/mob/living/carbon/human/movement_delay()
. = ..()
if(dna && dna.species)
. += dna.species.movement_delay(src)
if (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP))
. -= 1.5
/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
if(HAS_TRAIT(src, TRAIT_NOSLIPALL))

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@@ -145,6 +145,12 @@
return not_handled //For future deeper overrides
/mob/living/carbon/human/equipped_speed_mods()
. = ..()
for(var/sloties in get_all_slots())
var/obj/item/thing = sloties
. += thing?.slowdown
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
var/index = get_held_index_of_item(I)
. = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should.

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@@ -1286,12 +1286,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(H.overeatduration < 100)
to_chat(H, "<span class='notice'>You feel fit again!</span>")
REMOVE_TRAIT(H, TRAIT_FAT, OBESITY)
H.remove_movespeed_modifier(MOVESPEED_ID_FAT)
H.update_inv_w_uniform()
H.update_inv_wear_suit()
else
if(H.overeatduration >= 100)
to_chat(H, "<span class='danger'>You suddenly feel blubbery!</span>")
ADD_TRAIT(H, TRAIT_FAT, OBESITY)
H.add_movespeed_modifier(MOVESPEED_ID_FAT, multiplicative_slowdown = 1.5)
H.update_inv_w_uniform()
H.update_inv_wear_suit()
@@ -1342,6 +1344,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
to_chat(H, "<span class='notice'>You no longer feel vigorous.</span>")
H.metabolism_efficiency = 1
//Hunger slowdown for if mood isn't enabled
if(CONFIG_GET(flag/disable_human_mood))
if(!HAS_TRAIT(H, TRAIT_NOHUNGER))
var/hungry = (500 - H.nutrition) / 5 //So overeat would be 100 and default level would be 80
if(hungry >= 70)
H.add_movespeed_modifier(MOVESPEED_ID_HUNGRY, override = TRUE, multiplicative_slowdown = (hungry / 50))
else
H.remove_movespeed_modifier(MOVESPEED_ID_HUNGRY)
switch(H.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
H.throw_alert("nutrition", /obj/screen/alert/fat)
@@ -1391,59 +1402,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.hair_style = "Bald"
H.update_hair()
////////////////
// MOVE SPEED //
////////////////
/datum/species/proc/movement_delay(mob/living/carbon/human/H)
. = 0 //We start at 0.
var/flight = 0 //Check for flight and flying items
var/gravity = 0
if(H.movement_type & FLYING)
flight = 1
gravity = H.has_gravity()
if (H.m_intent == MOVE_INTENT_WALK && HAS_TRAIT(H, TRAIT_SPEEDY_STEP))
. -= 1.5
if(!HAS_TRAIT(H, TRAIT_IGNORESLOWDOWN) && gravity)
if(H.wear_suit)
. += H.wear_suit.slowdown
if(H.shoes)
. += H.shoes.slowdown
if(H.back)
. += H.back.slowdown
for(var/obj/item/I in H.held_items)
if(I.item_flags & SLOWS_WHILE_IN_HAND)
. += I.slowdown
var/stambufferinfluence = (H.bufferedstam*(100/H.stambuffer))*0.2 //CIT CHANGE - makes stamina buffer influence movedelay
var/health_deficiency = ((100 + stambufferinfluence) - H.health + (H.getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss on movement speed and makes stamina buffer influence movedelay
if(health_deficiency >= 40)
if(flight)
. += ((health_deficiency-39) / 75) // CIT CHANGE - adds -39 to health deficiency penalty to make the transition to low health movement a little less jarring
else
. += ((health_deficiency-39) / 25) // CIT CHANGE - ditto
if(CONFIG_GET(flag/disable_human_mood))
var/hungry = (500 - H.nutrition) / 5 //So overeat would be 100 and default level would be 80
if((hungry >= 70) && !flight) //Being hungry will still allow you to use a flightsuit/wings.
. += hungry / 50
//Moving in high gravity is very slow (Flying too)
if(gravity > STANDARD_GRAVITY)
var/grav_force = min(gravity - STANDARD_GRAVITY,3)
. += 1 + grav_force
if(HAS_TRAIT(H, TRAIT_FAT))
. += (1.5 - flight)
if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
. += (BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR
return .
//////////////////
// ATTACK PROCS //
//////////////////
//////////////////
// ATTACK PROCS //
//////////////////
@@ -2058,6 +2016,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "hot", /datum/mood_event/hot)
H.remove_movespeed_modifier(MOVESPEED_ID_COLD)
var/burn_damage
var/firemodifier = H.fire_stacks / 50
if (H.on_fire)
@@ -2073,6 +2033,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
else if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
//Sorry for the nasty oneline but I don't want to assign a variable on something run pretty frequently
H.add_movespeed_modifier(MOVESPEED_ID_COLD, override = TRUE, multiplicative_slowdown = ((BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.apply_damage(COLD_DAMAGE_LEVEL_1*coldmod*H.physiology.cold_mod, BURN)
@@ -2082,6 +2044,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.apply_damage(COLD_DAMAGE_LEVEL_3*coldmod*H.physiology.cold_mod, BURN)
else
H.remove_movespeed_modifier(MOVESPEED_ID_COLD)
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")

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@@ -722,6 +722,7 @@
return name
/mob/living/update_gravity(has_gravity,override = 0)
. = ..()
if(!SSticker.HasRoundStarted())
return
if(has_gravity)
@@ -1105,12 +1106,23 @@
if(layer == LYING_MOB_LAYER)
layer = initial(layer)
update_transform()
if(!lying && lying_prev)
if(client)
client.move_delay = world.time + movement_delay()
lying_prev = lying
if(canmove && !intentionalresting && iscarbon(src) && client && client.prefs && client.prefs.autostand)//CIT CHANGE - adds autostanding as a preference
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
// Movespeed mods based on arms/legs quantity
if(!get_leg_ignore())
var/limbless_slowdown = 0
// These checks for <2 should be swapped out for something else if we ever end up with a species with more than 2
if(has_legs < 2)
limbless_slowdown += 6 - (has_legs * 3)
if(!has_legs && has_arms < 2)
limbless_slowdown += 6 - (has_arms * 3)
if(limbless_slowdown)
add_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=limbless_slowdown, movetypes=GROUND)
else
remove_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE)
return canmove
/mob/living/proc/AddAbility(obj/effect/proc_holder/A)

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@@ -250,7 +250,7 @@
return 0
if(user.voremode && user.grab_state == GRAB_AGGRESSIVE)
return 0
user.grab_state++
user.setGrabState(user.grab_state + 1)
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
var/add_log = ""

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@@ -954,3 +954,25 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
/mob/setMovetype(newval)
. = ..()
update_movespeed(FALSE)
/// Updates the grab state of the mob and updates movespeed
/mob/setGrabState(newstate)
. = ..()
if(grab_state == GRAB_PASSIVE)
remove_movespeed_modifier(MOVESPEED_ID_MOB_GRAB_STATE, update=TRUE)
else
add_movespeed_modifier(MOVESPEED_ID_MOB_GRAB_STATE, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=grab_state*3, blacklisted_movetypes=FLOATING)
/mob/proc/update_equipment_speed_mods()
var/speedies = equipped_speed_mods()
if(!speedies)
remove_movespeed_modifier(MOVESPEED_ID_MOB_EQUIPMENT, update=TRUE)
else
add_movespeed_modifier(MOVESPEED_ID_MOB_EQUIPMENT, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=speedies, blacklisted_movetypes=FLOATING)
/// Gets the combined speed modification of all worn items
/// Except base mob type doesnt really wear items
/mob/proc/equipped_speed_mods()
for(var/obj/item/I in held_items)
if(I.item_flags & SLOWS_WHILE_IN_HAND)
. += I.slowdown

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@@ -251,8 +251,12 @@
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
/mob/proc/update_gravity(has_gravity, override=FALSE)
var/speed_change = max(0, has_gravity - STANDARD_GRAVITY)
if(!speed_change)
remove_movespeed_modifier(MOVESPEED_ID_MOB_GRAVITY, update=TRUE)
else
add_movespeed_modifier(MOVESPEED_ID_MOB_GRAVITY, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=speed_change, blacklisted_movetypes=FLOATING)
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth