Fully revert Clown Waddling (revival of #29161)
A sad day, see #29156 for discussion
(cherry picked from commit 46a2eb545e39a63f48b8da3d1fa78da47e0f6db2)
Allow zoom command to modify an eye's PVS range
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit 1faa1b5df6e74b9cb1309d0400b12ee0b96039e4)
It functions identically to how V1 of orientation worked and it's incredibly annoying.
(cherry picked from commit 11dbf50ed62040c832941f3c46fc159497eca525)
Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
So, as it stands before this PR, somebody could do a combo like, say,
the judo throw, by ctrl-clicking and then instantly rightclicking,
throwing somebody else to the ground within the blink of an eye. With
this PR, that shouldn't happen - grabbing follows the same rules as
attacking (either punching or shoving), and uses the same cooldown.
---
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [x] Grabbing people puts your unarmed attacks on cooldown
- [x] Unarmed attacking someone puts your grab on cooldown
---
<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/22d4eadb-2ec1-4e6c-9ad3-dbdd36c6f3cd
</p>
</details>
---
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- tweak: grabbing somebody mid-combo now obeys the same laws as every
other attack, so no more instant judo throws
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
* Fixes pull rotation logic
* cleaner condition
* even less code
* I CHANGED MY MIND
* first one
* second one
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit 48ae8ce0a88d0ecfcb48d22cfa103405ddbd7d63)
* prevent people being pulled from uncuffing themselves
* block -> modify duration
(cherry picked from commit d907e4ef577e6df595a77c7c87e5f864ee38ad0c)
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Previously, the "TryStopPull" function didn't make you drop a
virtualitem if you were strangling somebody, meaning that you could lose
use of a hand until disarmed because it would still consider you to be
holding the person. I fixed that, as well as additionally cleaned up the
table slam system, which should make it run a bit smoother and be
functionally about the same. The "tableable" and "posttabled" components
were removed, because they shouldn't have existed in the first place.
The only notable non-bugfix change that's player facing is that shoving
people who are knocked down on any climbable entity stuns them (as
opposed to just tables), but it's a rather minor change and I intend on
reworking it pretty heavily once my [other
PR](https://github.com/Simple-Station/Einstein-Engines/pull/2199) is
reviewed. On the backend, I added an optional variable to "TryClimb"
that gives you an option to skip the do-after. If it's possible to
change these actions to be predicted, I'd be interested in learning how.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [ ] Task
- [x] Completed Task
---
<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->
<details><summary><h1>Media</h1></summary>
<p>
Note that glass tables do much more damage when slammed into, and even
more if they would shatter when attempting to climb it.
https://github.com/user-attachments/assets/bc0a12e3-0b67-4d61-aa4e-785e3210c3bb
</p>
</details>
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- tweak: Table slamming should be more consistent.
- fix: You should properly be able to use both hands after letting
somebody go from a stranglehold.
* the definition of insanity
* the definition of insanity
* the definition of insanity
* we have hullrot at home
* maybe the real hullrot was the friends we made along the way
* john hullrot
* i am going to hullroooooot
* it's hullrotver
* we're so hullback
* we're rotting the hull with this one
* hullmerge
* the hullrot is leaking
* never gonna rot you up
* hullfresh
* john starsector
* god i wish we had grid collision damage
* you can tell I am very tired because I stopped forcing a hullrot joke into every commit message
* hr
* this is a surprise sprite that will help us later
* motherfucker
* i have nothing good to say
* still nothing
* brb
* random letter random letter random letter dash random number random number random number
* ass
* blast
* ffs
* fcuk
* RE: ffs
* RE: RE: ffs
* гнида жестяная
* continue
* i hate tests
* i love tests
* slide to the right
* i hate tests again
* what the fuck
* ты шиз?
* ??
* bbgun
# Description
I got baited by Ectoplasm, so I then spent 3 hours shaving off a
sizeable chunk of this game's performance cost, including by taking 3 of
the "Top 10 frametime consumers", and reducing their performance costs
by 99% each. Along with various examples of slimming down some of the
worst EQE's.
Oh, and I fixed EmitSoundOnMove being desynced with actual movement. As
part of making EmitSoundOnMove use 99% less CPU time, it was also
synchronized with the MoverController.
# Changelog
🆑
- fix: Fixed items such as tactical webbing, bell collars, and hardsuits
being desynced with character movement.
- tweak: Made various large performance improvements.
(cherry picked from commit 684e8175443167beb0e20e3323a05b5f493b3374)
Problem I had on Parkstation, ported the fix here.
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 6061334d37f3bf89522da9703b607d86d7e67a5b)
* Уэээээээ
* Почти настрадались
* Скоро конец....
* СКОРО
* Мышки плакали, кололись, но продолжали упорно жрать кактус
* Все ближе!
* Это такой конец?
* Книжка говна
* фиксики
* ОНО ЖИВОЕ
* Телепорт
* разное
* Added byond
* ивенты теперь работают
* Разфикс телепорта
* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?
* Разное
* Еще многа всего
* Многа разнава
* Скоро конец....
* ЭТО КОНЕЦ
* Фикс линтера (ну, или я на это надеюсь)
* Еще один фикс линтера
* Победа!
* фиксики
* пу пу пу
* Фикс подмастерья
* Мисклик
* Высокочастотный меч
* Неймспейсы
* Пул способностей мага
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Ports the lone abductor and possibly(?) the duo abductors.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [X] Figure out why abductors aren't spawning as the abductor race.
- [X] Make sure it's not a buggy mess.
---
<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Credits
Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the
original version!
Darkrell, Rinary, and Landosaur made the funny little guys.

# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑 Darkrell, Rinary, Landosaur
- add: The Abductors are here to replace your organs. Gleep Glorp!
---------
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: SX_7 <sn1.test.preria.2002@gmail.com>
Co-authored-by: Theodore Lukin <66275205+pheenty@users.noreply.github.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
Co-authored-by: Ilya246 <57039557+ilya246@users.noreply.github.com>
(cherry picked from commit ea9f1526868289d20832989cb02f79c76c240918)