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.
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@ -2016,13 +2016,6 @@ export class Level extends LevelInterface {
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// XXX that is jank as hell what are you talking about
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// XXX that is jank as hell what are you talking about
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tile.type.on_arrive(tile, this, actor);
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tile.type.on_arrive(tile, this, actor);
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}
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}
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if (tile.type.slide_automatically) {
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// This keeps a player on force floor consistently using their sliding pose, even if
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// drawn between moves. It also simplifies checks elsewhere, so that's nice
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// FIXME if i'm right about how this works then this may not be necessary?
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this._set_tile_prop(actor, 'is_pending_slide', true);
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}
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}
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}
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}
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}
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@ -56,7 +56,6 @@ function _define_force_floor(direction, opposite_type) {
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layer: LAYERS.terrain,
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layer: LAYERS.terrain,
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slide_mode: 'force',
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slide_mode: 'force',
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speed_factor: 2,
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speed_factor: 2,
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slide_automatically: true,
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allow_player_override: true,
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allow_player_override: true,
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on_arrive(me, level, other) {
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on_arrive(me, level, other) {
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if (level.compat.force_floors_on_arrive) {
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if (level.compat.force_floors_on_arrive) {
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@ -978,7 +977,6 @@ const TILE_TYPES = {
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force_floor_all: {
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force_floor_all: {
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layer: LAYERS.terrain,
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layer: LAYERS.terrain,
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slide_mode: 'force',
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slide_mode: 'force',
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slide_automatically: true,
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speed_factor: 2,
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speed_factor: 2,
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allow_player_override: true,
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allow_player_override: true,
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blocks(me, level, other) {
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blocks(me, level, other) {
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