code/__DEFINES/vehicle_defines.dm ![code/__DEFINES/vehicle_defines.dm0](git.png)
VEHICLE_CONTROL_DRIVE | controls the vehicles movement |
---|---|
VEHICLE_CONTROL_KIDNAPPED | Can't leave vehicle voluntarily, has to resist. |
VEHICLE_CONTROL_MELEE | melee attacks/shoves a vehicle may have |
VEHICLE_CONTROL_EQUIPMENT | using equipment/weapons on the vehicle |
VEHICLE_CONTROL_SETTINGS | changing around settings and the like. |
FULL_MECHA_CONTROL | ez define for giving a single pilot mech all the flags it needs. |
RIDER_NEEDS_ARMS | Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider |
RIDER_NEEDS_LEGS | Do we need legs to ride this (checks against TRAIT_FLOORED) |
UNBUCKLE_DISABLED_RIDER | If the rider is disabled or loses their needed limbs, do they fall off? |
RIDER_CARBON_OR_SILICON_NO_LARGE_MOBS | Do we need a carbon, a silicon, or a small mob, to ride the vehicle? |
RIDING_OFFSET_ALL | The vehicle being ridden requires pixel offsets for all directions |
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 |
Define Details
DELAY_TO_GLIDE_SIZE ![code/__DEFINES/vehicle_defines.dm 39](git.png)
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
FULL_MECHA_CONTROL ![code/__DEFINES/vehicle_defines.dm 15](git.png)
ez define for giving a single pilot mech all the flags it needs.
RIDER_CARBON_OR_SILICON_NO_LARGE_MOBS ![code/__DEFINES/vehicle_defines.dm 28](git.png)
Do we need a carbon, a silicon, or a small mob, to ride the vehicle?
RIDER_NEEDS_ARMS ![code/__DEFINES/vehicle_defines.dm 20](git.png)
Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider
RIDER_NEEDS_LEGS ![code/__DEFINES/vehicle_defines.dm 24](git.png)
Do we need legs to ride this (checks against TRAIT_FLOORED)
RIDING_OFFSET_ALL ![code/__DEFINES/vehicle_defines.dm 31](git.png)
The vehicle being ridden requires pixel offsets for all directions
UNBUCKLE_DISABLED_RIDER ![code/__DEFINES/vehicle_defines.dm 26](git.png)
If the rider is disabled or loses their needed limbs, do they fall off?
VEHICLE_CONTROL_DRIVE ![code/__DEFINES/vehicle_defines.dm 4](git.png)
controls the vehicles movement
VEHICLE_CONTROL_EQUIPMENT ![code/__DEFINES/vehicle_defines.dm 10](git.png)
using equipment/weapons on the vehicle
VEHICLE_CONTROL_KIDNAPPED ![code/__DEFINES/vehicle_defines.dm 6](git.png)
Can't leave vehicle voluntarily, has to resist.
VEHICLE_CONTROL_MELEE ![code/__DEFINES/vehicle_defines.dm 8](git.png)
melee attacks/shoves a vehicle may have
VEHICLE_CONTROL_SETTINGS ![code/__DEFINES/vehicle_defines.dm 12](git.png)
changing around settings and the like.