Refactors Masquerade Violation Observer Component - #1441
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chazzyjazzy
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| RegisterSignal(src, COMSIG_MASQUERADE_VIOLATION, TYPE_PROC_REF(/atom/movable, on_masquerade_violation)) | ||
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| /mob/living/Destroy(force) | ||
| storyteller_stats = null | ||
| beastmaster_minions = null | ||
| minion_command_components = null | ||
| QDEL_LAZYLIST(splats) | ||
| UnregisterSignal(src, COMSIG_MASQUERADE_VIOLATION) |
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ehh... should probably register this on splat level if 'humans cant breach' as per on_observed_violation.
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i have a plan to turn the lists in SSmasquerade into a datum but im opening for now to see if this is good enough which i have a feeling it might be. |
chazzyjazzy
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August 27, 2026 00:15
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About The Pull Request
removes the violation observer component and the proximity monitor and reverses it so that instead of NPCs constantly scanning for masq breaches (and thus updating their aoe refs every step), a masq breacher for loops through every atom/movable searching for violation_observer flag set to TRUE and sends comsig_seen_masquerade_violation to all of them with the breacher as the arg.
basically instead of every npc constantly looking for a masq breach, now only masq breachers walk around with a 'hot zone'.
TODO:
actually use the masquerade violating arg on /obj
Why It's Good For The Game
performance? doesnt seem like i've made a major dent as that for loop is nasty - especially when u consider masq violating face, eyes, body. but that's todo.
Changelog
🆑
refactor: removes violation_observer component and prox monitor, bringing it to /atom/movable
/:cl: