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.
This commit is contained in:
Eevee (Evelyn Woods) 2024-04-10 18:21:19 -06:00
parent f140804713
commit 2ee86b50d2
2 changed files with 0 additions and 9 deletions

View File

@ -2016,13 +2016,6 @@ export class Level extends LevelInterface {
// XXX that is jank as hell what are you talking about // XXX that is jank as hell what are you talking about
tile.type.on_arrive(tile, this, actor); 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);
}
} }
} }

View File

@ -56,7 +56,6 @@ function _define_force_floor(direction, opposite_type) {
layer: LAYERS.terrain, layer: LAYERS.terrain,
slide_mode: 'force', slide_mode: 'force',
speed_factor: 2, speed_factor: 2,
slide_automatically: true,
allow_player_override: true, allow_player_override: true,
on_arrive(me, level, other) { on_arrive(me, level, other) {
if (level.compat.force_floors_on_arrive) { if (level.compat.force_floors_on_arrive) {
@ -978,7 +977,6 @@ const TILE_TYPES = {
force_floor_all: { force_floor_all: {
layer: LAYERS.terrain, layer: LAYERS.terrain,
slide_mode: 'force', slide_mode: 'force',
slide_automatically: true,
speed_factor: 2, speed_factor: 2,
allow_player_override: true, allow_player_override: true,
blocks(me, level, other) { blocks(me, level, other) {