code/__DEFINES/movement.dm
DELAY_TO_GLIDE_SIZE | Broken down, here's what this does: divides the world icon_size (32) by delay divided by ticklag to get the number of pixels something should be moving each tick. The division result is given a min value of 1 to prevent obscenely slow glide sizes from being set Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave. The whole result is then clamped to within the range above. Not very readable but it works |
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CURRENTLY_Z_FALLING | currently_z_moving defines. Higher numbers mean higher priority. This one is for falling down open space from stuff such as deleted tile, pit grate... |
CURRENTLY_Z_MOVING_GENERIC | currently_z_moving is set to this in zMove() if 0. |
CURRENTLY_Z_FALLING_FROM_MOVE | This one is for falling down open space from movement. |
CURRENTLY_Z_ASCENDING | This one is for going upstairs. |
FALL_INTERCEPTED | possible bitflag return values of [atom/proc/intercept_zImpact] calls Stops the movable from falling further and crashing on the ground. Example: stairs. |
FALL_NO_MESSAGE | Suppresses the "[movable] falls through [old_turf]" message because it'd make little sense in certain contexts like climbing stairs. |
FALL_STOP_INTERCEPTING | Used when the whole intercept_zImpact forvar loop should be stopped. For example: when someone falls into the supermatter and becomes dust. |
FALL_RETAIN_PULL | Used when the grip on a pulled object shouldn't be broken. |
ZMOVE_CHECK_PULLING | Runs check_pulling() by the end of [/atom/movable/proc/zMove] for every movable that's pulling something. Should be kept enabled unless you know what you are doing. |
ZMOVE_CHECK_PULLEDBY | Checks if pulledby is nearby. if not, stop being pulled. |
ZMOVE_FALL_CHECKS | flags for different checks done in /atom/movable/proc/can_z_move. Should be self-explainatory. |
ZMOVE_IGNORE_OBSTACLES | Doesn't call zPassIn() and zPassOut() |
ZMOVE_FEEDBACK | Gives players chat feedbacks if they're unable to move through z levels. |
ZMOVE_ALLOW_BUCKLED | Whether we check the movable (if it exists) the living mob is buckled on or not. |
ZMOVE_VENTCRAWLING | If the movable is actually ventcrawling vertically. |
ZMOVE_INCLUDE_PULLED | Includes movables that're either pulled by the source or mobs buckled to it in the list of moving movables. |
ZMOVE_ALLOW_ANCHORED | Skips check for whether the moving atom is anchored or not. |
ZMOVE_FLIGHT_FLAGS | Flags used in "Move Upwards" and "Move Downwards" verbs. |
ZMOVE_STAIRS_FLAGS | Used when walking upstairs |
ZMOVE_FALL_FLAGS | Used for falling down open space. |
Define Details
CURRENTLY_Z_ASCENDING
This one is for going upstairs.
CURRENTLY_Z_FALLING
currently_z_moving defines. Higher numbers mean higher priority. This one is for falling down open space from stuff such as deleted tile, pit grate...
CURRENTLY_Z_FALLING_FROM_MOVE
This one is for falling down open space from movement.
CURRENTLY_Z_MOVING_GENERIC
currently_z_moving is set to this in zMove() if 0.
DELAY_TO_GLIDE_SIZE
Broken down, here's what this does: divides the world icon_size (32) by delay divided by ticklag to get the number of pixels something should be moving each tick. The division result is given a min value of 1 to prevent obscenely slow glide sizes from being set Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave. The whole result is then clamped to within the range above. Not very readable but it works
FALL_INTERCEPTED
possible bitflag return values of [atom/proc/intercept_zImpact] calls Stops the movable from falling further and crashing on the ground. Example: stairs.
FALL_NO_MESSAGE
Suppresses the "[movable] falls through [old_turf]" message because it'd make little sense in certain contexts like climbing stairs.
FALL_RETAIN_PULL
Used when the grip on a pulled object shouldn't be broken.
FALL_STOP_INTERCEPTING
Used when the whole intercept_zImpact forvar loop should be stopped. For example: when someone falls into the supermatter and becomes dust.
ZMOVE_ALLOW_ANCHORED
Skips check for whether the moving atom is anchored or not.
ZMOVE_ALLOW_BUCKLED
Whether we check the movable (if it exists) the living mob is buckled on or not.
ZMOVE_CHECK_PULLEDBY
Checks if pulledby is nearby. if not, stop being pulled.
ZMOVE_CHECK_PULLING
Runs check_pulling() by the end of [/atom/movable/proc/zMove] for every movable that's pulling something. Should be kept enabled unless you know what you are doing.
ZMOVE_FALL_CHECKS
flags for different checks done in /atom/movable/proc/can_z_move. Should be self-explainatory.
ZMOVE_FALL_FLAGS
Used for falling down open space.
ZMOVE_FEEDBACK
Gives players chat feedbacks if they're unable to move through z levels.
ZMOVE_FLIGHT_FLAGS
Flags used in "Move Upwards" and "Move Downwards" verbs.
ZMOVE_IGNORE_OBSTACLES
Doesn't call zPassIn() and zPassOut()
ZMOVE_INCLUDE_PULLED
Includes movables that're either pulled by the source or mobs buckled to it in the list of moving movables.
ZMOVE_STAIRS_FLAGS
Used when walking upstairs
ZMOVE_VENTCRAWLING
If the movable is actually ventcrawling vertically.