Commit Graph

11 Commits

Author SHA1 Message Date
MrPerson ef6204656f Space movement rewrite to allow everything to drift
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
2014-10-25 23:19:46 -07:00
tkdrg 1ed1c6f40b Changed breakout times to use the new constants 2014-10-15 11:40:25 -03:00
tkdrg c6ba2b5c22 Shortens stopped tube time and cleans up a bit 2014-10-14 14:14:58 -03:00
tkdrg c6d5a44269 Makes transit tubes a lot faster 2014-10-13 19:55:30 -03:00
tkdrg cc5a29b9fb Fixes tube pod decon & gives tubes two spin dirs 2014-10-09 19:18:35 -03:00
tkdrg 4ef2e494a1 Changes flip/rotation, better diagonal handling 2014-10-05 14:09:10 -03:00
tkdrg 0c9c9c8b0a Reduces decon time to 35 and adds a missed init_dirs 2014-10-05 08:46:34 -03:00
tkdrg d7937fcd1a This comment was supposed to be deleted 2014-10-04 21:58:12 -03:00
tkdrg d0ce2a848d First iteration of constructable transit tubes 2014-10-04 21:18:41 -03:00
Giacomand d42aa1e28a Fixes a typo. 2014-04-21 21:00:23 +01:00
Giacomand 016889bfc0 Fixes transit tubes being stuck, it uses process() instead of a spawn'd loop.
Segmented the transit tube code into its own folder and code files, for each part of the tube.
2014-04-21 15:44:50 +01:00