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1423fcd04e
Organs were being given ~3 seconds of DT per ~2 seconds of real time, because they were being hit by Process() TWICE, once during processing for the "Set of all objects", and again during processing for the "Set of all mobs". No species was hit harder than this but IPCs, who suffered from having wildly inconsistent temperature mechanics that seemingly never matched the expected numbers. I have actually tested this PR to verify that it works. I even went the extra mile to more extensively test IPC temperature mechanics to find a separate bug unrelated to DTs that was causing suit coolers to just straight up not work at all (space suit or otherwise) on a majority of all IPC subspecies. I then tested the numbers in the PR for IPC cooling to verify that things work as intended. <img width="969" height="623" alt="image" src="https://github.com/user-attachments/assets/01c3aca7-b436-4e52-86f7-aed847dcba5e" /> I also tweaked all the subsystems to have a small performance improvement. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
27 lines
844 B
Plaintext
27 lines
844 B
Plaintext
PROCESSING_SUBSYSTEM_DEF(obj_tab_items)
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name = "Obj Tab Items"
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flags = SS_NO_INIT
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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wait = 0.1 SECONDS
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// I know this is mostly copypasta, but I want to change the processing logic
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// Sorry bestie :(
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/datum/controller/subsystem/processing/obj_tab_items/fire(resumed = FALSE)
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CAN_BE_REDEFINED(TRUE)
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if (!resumed)
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currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/current_run = currentrun
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var/seconds_per_tick = wait * 0.1
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while(current_run.len)
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var/datum/thing = current_run[current_run.len]
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if(QDELETED(thing))
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processing -= thing
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else if(thing.process(seconds_per_tick) == PROCESS_KILL)
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// fully stop so that a future START_PROCESSING will work
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STOP_PROCESSING(src, thing)
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if (MC_TICK_CHECK)
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return
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current_run.len--
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