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Adds sscooters and skateboards [serious pr do not close after AFD] (P…
…aradiseSS13#24934) * WORLD WIDE NOISE * Makes it pass CI, tweaks values, glass table hoverboard, and railing grinding * grind on pipes * https://youtu.be/cTiM1MJ1o7c?feature=shared * https://youtu.be/Jc6CHI9f6cM?feature=shared * temporary change for icon conflicts (hopefully) * Apply suggestions from code review Co-authored-by: DGamerL <[email protected]> Co-authored-by: Henri215 <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> * Apply suggestions from code review Co-authored-by: Luc <[email protected]> Co-authored-by: Matt <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> * The rest of the fun loving owl * missed this one * Apply suggestions from code review Co-authored-by: Luc <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> * changes * Apply suggestions from code review Co-authored-by: Ryan <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> * Update code/modules/vehicle/tg_vehicles/tg_vehicles.dm Co-authored-by: Luc <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> * I love stealth conflicts! * purge lines * Apply suggestions from code review Co-authored-by: DGamerL <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> * Update tg_vehicles.dm * works works works * Update code/modules/vehicle/tg_vehicles/tg_vehicles.dm Co-authored-by: DGamerL <[email protected]> Signed-off-by: Qwertytoforty <[email protected]> --------- Signed-off-by: Qwertytoforty <[email protected]> Co-authored-by: DGamerL <[email protected]> Co-authored-by: Henri215 <[email protected]> Co-authored-by: Luc <[email protected]> Co-authored-by: Matt <[email protected]> Co-authored-by: Ryan <[email protected]>
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//Vehicle control flags. control flags describe access to actions in a vehicle. | ||
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///controls the vehicles movement | ||
#define VEHICLE_CONTROL_DRIVE (1<<0) | ||
///Can't leave vehicle voluntarily, has to resist. | ||
#define VEHICLE_CONTROL_KIDNAPPED (1<<1) | ||
///melee attacks/shoves a vehicle may have | ||
#define VEHICLE_CONTROL_MELEE (1<<2) | ||
///using equipment/weapons on the vehicle | ||
#define VEHICLE_CONTROL_EQUIPMENT (1<<3) | ||
///changing around settings and the like. | ||
#define VEHICLE_CONTROL_SETTINGS (1<<4) | ||
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///ez define for giving a single pilot mech all the flags it needs. | ||
#define FULL_MECHA_CONTROL ALL | ||
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//Ridden vehicle flags | ||
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/// Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider | ||
#define RIDER_NEEDS_ARMS (1<<0) | ||
// As above but only reserves 1 arm instead of 2 | ||
#define RIDER_NEEDS_ARM (1<<1) | ||
/// Do we need legs to ride this (checks against TRAIT_FLOORED) | ||
#define RIDER_NEEDS_LEGS (1<<2) | ||
/// If the rider is disabled or loses their needed limbs, do they fall off? | ||
#define UNBUCKLE_DISABLED_RIDER (1<<3) | ||
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/// The vehicle being ridden requires pixel offsets for all directions | ||
#define RIDING_OFFSET_ALL "ALL" | ||
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///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 | ||
#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((world.icon_size / max((delay) / world.tick_lag, 1))), 1, 32)) |
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