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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
86 lines
2.2 KiB
Plaintext
86 lines
2.2 KiB
Plaintext
var/datum/controller/subsystem/effects/SSeffects
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/datum/controller/subsystem/effects
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name = "Effects Master"
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wait = 1 // Deciseconds.
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flags = SS_NO_INIT
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priority = SS_PRIORITY_EFFECTS
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var/list/datum/effect_system/effect_systems = list() // The effect-spawning objects. Shouldn't be many of these.
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var/list/obj/effect/visual/visuals = list() // The visible component of an effect. May be created without an effect object.
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var/tmp/list/processing_effects = list()
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var/tmp/list/processing_visuals = list()
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/datum/controller/subsystem/effects/New()
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NEW_SS_GLOBAL(SSeffects)
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/datum/controller/subsystem/effects/fire(resumed = FALSE)
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if (!resumed)
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processing_effects = effect_systems
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effect_systems = list()
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processing_visuals = visuals.Copy()
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var/list/current_effects = processing_effects
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var/list/current_visuals = processing_visuals
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// Most of the time these only exist for 1 cycle, so optimize for removal-on-first-fire.
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while (current_effects.len)
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var/datum/effect_system/E = current_effects[current_effects.len]
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current_effects.len--
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if (QDELETED(E) || !E.isprocessing)
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if (MC_TICK_CHECK)
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return
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continue
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STOP_EFFECT(E)
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var/last = E.last_fire
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E.last_fire = world.time
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switch (E.process(world.time - last))
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if (EFFECT_CONTINUE)
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QUEUE_EFFECT(E)
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if (EFFECT_DESTROY)
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qdel(E)
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if (MC_TICK_CHECK)
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return
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// Most often these will be continuing to tick, so assume that we're going to keep poking the effect.
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while (current_visuals.len)
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var/obj/effect/visual/V = current_visuals[current_visuals.len]
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current_visuals.len--
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if (QDELETED(V) || !V.isprocessing)
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visuals -= V
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if (MC_TICK_CHECK)
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return
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continue
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switch (V.tick())
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if (EFFECT_HALT)
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STOP_VISUAL(V)
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if (EFFECT_DESTROY)
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STOP_VISUAL(V)
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qdel(V)
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if (MC_TICK_CHECK)
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return
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/datum/controller/subsystem/effects/stat_entry(msg)
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msg = "E:[effect_systems.len] V:[visuals.len]"
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return ..()
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/datum/controller/subsystem/effects/Recover()
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if (istype(SSeffects))
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src.effect_systems = SSeffects.effect_systems
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src.visuals = SSeffects.visuals
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src.effect_systems |= SSeffects.processing_effects
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src.visuals |= SSeffects.processing_visuals
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/datum/effect_system
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var/last_fire
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