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changes: Blood overlays are now cached and do not involve world iteration. Moved every global icon cache I could find into a new SS for organization & easier debugging. SS does not fire or init.
35 lines
1.0 KiB
Plaintext
35 lines
1.0 KiB
Plaintext
/var/datum/controller/subsystem/icon_cache/SSicon_cache
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/datum/controller/subsystem/icon_cache
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name = "Icon Cache"
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flags = SS_NO_FIRE | SS_NO_INIT
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var/list/bloody_cache = list()
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var/list/holo_multiplier_cache = list()
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var/list/holo_adder_cache = list()
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var/list/image/fluidtrack_cache = list()
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var/list/floor_decals = list()
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var/list/flooring_cache = list()
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var/list/mob_hat_cache = list()
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var/list/magazine_icondata_keys = list()
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var/list/magazine_icondata_states = list()
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/*
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Global associative list for caching humanoid icons.
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Index format m or f, followed by a string of 0 and 1 to represent bodyparts followed by husk fat hulk skeleton 1 or 0.
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TODO: Proper documentation
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icon_key is [species.race_key][g][husk][fat][hulk][skeleton][s_tone]
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*/
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var/list/human_icon_cache = list()
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var/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
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var/list/light_overlay_cache = list()
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var/list/limb_icon_cache = list()
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/datum/controller/subsystem/icon_cache/New()
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NEW_SS_GLOBAL(SSicon_cache)
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