From 2ee86b50d246fb7a7b909b8b6d5da4e2afaaf742 Mon Sep 17 00:00:00 2001 From: "Eevee (Evelyn Woods)" Date: Wed, 10 Apr 2024 18:21:19 -0600 Subject: [PATCH] Remove slide_automatically Since sliding happens either on cell arrival or in the actor's idle phase, the actor will always have a pending slide by the end of a tic, so this code doesn't actually do anything. --- js/game.js | 7 ------- js/tiletypes.js | 2 -- 2 files changed, 9 deletions(-) diff --git a/js/game.js b/js/game.js index 2222daa..4e0ca1f 100644 --- a/js/game.js +++ b/js/game.js @@ -2016,13 +2016,6 @@ export class Level extends LevelInterface { // XXX that is jank as hell what are you talking about tile.type.on_arrive(tile, this, actor); } - - if (tile.type.slide_automatically) { - // This keeps a player on force floor consistently using their sliding pose, even if - // drawn between moves. It also simplifies checks elsewhere, so that's nice - // FIXME if i'm right about how this works then this may not be necessary? - this._set_tile_prop(actor, 'is_pending_slide', true); - } } } diff --git a/js/tiletypes.js b/js/tiletypes.js index a8e4169..69a8e92 100644 --- a/js/tiletypes.js +++ b/js/tiletypes.js @@ -56,7 +56,6 @@ function _define_force_floor(direction, opposite_type) { layer: LAYERS.terrain, slide_mode: 'force', speed_factor: 2, - slide_automatically: true, allow_player_override: true, on_arrive(me, level, other) { if (level.compat.force_floors_on_arrive) { @@ -978,7 +977,6 @@ const TILE_TYPES = { force_floor_all: { layer: LAYERS.terrain, slide_mode: 'force', - slide_automatically: true, speed_factor: 2, allow_player_override: true, blocks(me, level, other) {