code/__DEFINES/movement.dm 
MIN_GLIDE_SIZE | The minimum for glide_size to be clamped to. |
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MAX_GLIDE_SIZE | The maximum for glide_size to be clamped to. This shouldn't be higher than the icon size, and generally you shouldn't be changing this, but it's here just in case. |
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 |
SMOOTH_MOVEMENT | Enables smooth movement |
SET_APPEARANCE_FLAGS | Set appearance flags in vars |
MOVEMENT_ADJUSTED_GLIDE_SIZE | Similar to DELAY_TO_GLIDE_SIZE, except without the clamping, and it supports piping in an unrelated scalar |
MOVEMENT_DEFAULT_PRIORITY | Standard, go lower then this if you want to override, higher otherwise |
MOVEMENT_SPACE_PRIORITY | Very few things should override this |
MOVEMENT_ABOVE_SPACE_PRIORITY | Higher then the heavens |
MOVEMENT_LOOP_START_FAST | Should the loop act immediately following its addition? |
MOVEMENT_LOOP_IGNORE_PRIORITY | Do we not use the priority system? |
MOVEMENT_LOOP_IGNORE_GLIDE | Should we override the loop's glide? |
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_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_RETAIN_PULL 
Used when the grip on a pulled object shouldn't be broken.
MAX_GLIDE_SIZE 
The maximum for glide_size to be clamped to. This shouldn't be higher than the icon size, and generally you shouldn't be changing this, but it's here just in case.
MIN_GLIDE_SIZE 
The minimum for glide_size to be clamped to.
MOVEMENT_ABOVE_SPACE_PRIORITY 
Higher then the heavens
MOVEMENT_ADJUSTED_GLIDE_SIZE 
Similar to DELAY_TO_GLIDE_SIZE, except without the clamping, and it supports piping in an unrelated scalar
MOVEMENT_DEFAULT_PRIORITY 
Standard, go lower then this if you want to override, higher otherwise
MOVEMENT_LOOP_IGNORE_GLIDE 
Should we override the loop's glide?
MOVEMENT_LOOP_IGNORE_PRIORITY 
Do we not use the priority system?
MOVEMENT_LOOP_START_FAST 
Should the loop act immediately following its addition?
MOVEMENT_SPACE_PRIORITY 
Very few things should override this
SET_APPEARANCE_FLAGS 
Set appearance flags in vars
SMOOTH_MOVEMENT 
Enables smooth movement
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.