BYOND Internal Proc Quirks

How, what and why to code in BYOND.
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TheFinalPotato
Code Maintainer
Joined: Sun Oct 13, 2019 7:58 am
Byond Username: LemonInTheDark

BYOND Internal Proc Quirks

Post by TheFinalPotato » #549346

Hello nerds, you know how the BYOND default procs produce understandable and sane results for all inputs?
No?

That's what this is here for.
This is a place to collect all the insanity or quirks of byond internal procs, for fun, profit, and bugfixing.

If you come across something odd, buggy, or just plain fucked, post it here so others can have a record of it.
The same goes for anything potentially useful you find.

Keep in mind if you're using this as a knowledge base that lummox may change these at any point, and so some of the info here might be outdated in future.
My ancestors are smiling at me, Imperials. Can you say the same?
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TheFinalPotato
Code Maintainer
Joined: Sun Oct 13, 2019 7:58 am
Byond Username: LemonInTheDark

Re: BYOND Internal Proc Quirks

Post by TheFinalPotato » #549349

range() returns it's entries in a spiral from the center, ending on the bottom right.
The same with view(), except it cuts out the unseen turfs.
Source
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The brighter red the tile, the later it was done.
This is given by range(5) rather then 8, so we're missing the outer 3 tiles on each edge

range()
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view()
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My ancestors are smiling at me, Imperials. Can you say the same?
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Whoneedspacee
Joined: Mon May 21, 2018 2:07 am
Byond Username: Whoneedspacee

Re: BYOND Internal Proc Quirks

Post by Whoneedspacee » #549474

i still dont understand how this isnt sane but its neat
retired ss13 coderman
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