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Spark Fixes (#1764)
changes: Removed shim for old spark system. Converted all calls to old spark system with calls to new one. Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things. Tweaked some visible_messages for rogue drones. PB effects' handling of location is now done at the /datum/effect_system level.
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@@ -5,7 +5,7 @@
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var/datum/controller/process/effects/effect_master
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/var/list/datum/effect_system/effects_objects = list() // The effect-spawning objects. Shouldn't be many of these.
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/var/list/obj/visual_effect/effects_visuals = list() // The visible component of an effect. Should be created by effect objects.
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/var/list/obj/visual_effect/effects_visuals = list() // The visible component of an effect. May be created without an effect object.
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/datum/controller/process/effects
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var/tmp/list/processing_effects = list()
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@@ -37,7 +37,7 @@ var/datum/controller/process/effects/effect_master
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effects_objects += E
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if (EFFECT_DESTROY)
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returnToPool(E)
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qdel(E)
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F_SCHECK
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@@ -61,7 +61,7 @@ var/datum/controller/process/effects/effect_master
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if (EFFECT_DESTROY)
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effects_visuals -= V
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V.end()
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returnToPool(V)
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qdel(V)
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F_SCHECK
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@@ -78,6 +78,13 @@ var/datum/controller/process/effects/effect_master
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effects_objects += E
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enable()
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/datum/controller/process/effects/proc/queue_simple(var/obj/visual_effect/V)
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if (!V || V.gcDestroyed)
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return
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effects_visuals += V
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enable()
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/datum/controller/process/effects/statProcess()
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..()
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stat(null, "Effect process is [disabled ? "sleeping" : "processing"].")
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