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Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal. Some tweaks to the signal.
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@@ -1,46 +0,0 @@
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SUBSYSTEM_DEF(orbit)
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name = "Orbits"
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priority = SS_PRIORITY_ORBIT
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wait = 2
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flags = SS_NO_INIT|SS_TICKER
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runlevels = RUNLEVELS_PLAYING
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var/list/currentrun = list()
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var/list/processing = list()
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/datum/controller/subsystem/orbit/Recover()
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src.processing = SSorbit.processing
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/datum/controller/subsystem/orbit/stat_entry(msg)
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msg = "P:[processing.len]"
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return ..()
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/datum/controller/subsystem/orbit/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while (currentrun.len)
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var/datum/orbit/O = currentrun[currentrun.len]
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currentrun.len--
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if (!O)
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processing -= O
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if (MC_TICK_CHECK)
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return
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continue
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if (!O.orbiter)
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qdel(O)
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if (MC_TICK_CHECK)
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return
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continue
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if (O.lastprocess >= world.time) //we already checked recently
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if (MC_TICK_CHECK)
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return
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continue
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var/targetloc = get_turf(O.orbiting)
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if (targetloc != O.lastloc || O.orbiter.loc != targetloc)
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O.Check(targetloc)
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if (MC_TICK_CHECK)
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return
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