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Glide size is now determined by cpu usage. #4146
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imo it is somewhat user facing, if the effect is making movement feel smoother, even if it's a minor one. |
var/error = max((last_cpu - 100) / 100 * world.tick_lag, 0) | ||
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for(var/atom/movable/trouble as anything in GLOB.gliding_atoms) | ||
if(world.time >= trouble.glide_stopping_time || QDELETED(trouble)) |
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if(world.time >= trouble.glide_stopping_time || QDELETED(trouble)) | |
if(world.time >= trouble.glide_stopping_time || QDELING(trouble)) |
QDELETED(trouble)
is just (isnull(trouble) || QDELING(trouble))
- and we'd runtime here anyways if trouble
is null.
// cache for sonic speed | ||
cpu_values[cpu_index] = real_cpu | ||
GLOB.avg_cpu_values[cpu_index] = avg_cpu | ||
GLOB.cpu_index = WRAP(cpu_index + 1, 1, CPU_SIZE + 1) |
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GLOB.cpu_index = WRAP(cpu_index + 1, 1, CPU_SIZE + 1) | |
WRAP_UP(GLOB.cpu_index, CPU_SIZE + 1) |
double check that it's the same tho, just to be 100% sure
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Would need to run a few number tests but I think WRAP_UP would be different
Co-authored-by: Lucy <lucy@absolucy.moe>
have you gotten anywhere with this? I was unable to satisfyingly update glide size mid movement to account for ticks. needed to burn more time working out the exact timings. if you have I would like to steal that |
About The Pull Request
Non player facing change so no CL
tgstation/tgstation#85971
Why It's Good For The Game
Makes movement feel smoother
Changelog
🆑
/:cl: