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https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
72 lines
4.8 KiB
Plaintext
72 lines
4.8 KiB
Plaintext
#define SS_INIT_MISC_FIRST 22
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#define SS_INIT_SEEDS 21 // Plant controller setup.
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#define SS_INIT_MAPLOAD 20 // DMM parsing and load. Unless you know what you're doing, make sure this remains first.
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#define SS_INIT_JOBS 19
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#define SS_INIT_MAPFINALIZE 18 // Asteroid generation.
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#define SS_INIT_SHUTTLE 17 // Shuttle setup.
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#define SS_INIT_PARALLAX 16 // Parallax image cache generation. Must run before ghosts are able to join.
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#define SS_INIT_HOLOMAP 15
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#define SS_INIT_ATOMS 14 // World initialization. Will trigger lighting updates. Observers can join after this loads.
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#define SS_INIT_POWER 13 // Initial powernet build.
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#define SS_INIT_CARGO 12 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs.
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#define SS_INIT_PIPENET 11 // Initial pipenet build.
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#define SS_INIT_MACHINERY 10 // Machinery prune and powernet build.
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#define SS_INIT_AIR 9 // Air setup and pre-bake.
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#define SS_INIT_NIGHT 8 // Nightmode controller. Will trigger lighting updates.
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#define SS_INIT_SMOOTHING 7 // Object icon smoothing. Creates overlays.
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#define SS_INIT_ICON_UPDATE 6 // Icon update queue flush. Should run before overlays.
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#define SS_INIT_AO 5 // Wall AO neighbour build.
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#define SS_INIT_OVERLAY 4 // Overlay flush.
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#define SS_INIT_MISC 3 // Subsystems without an explicitly set initialization order start here.
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#define SS_INIT_SUNLIGHT 2 // Sunlight setup. Creates lots of lighting & SSzcopy updates.
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#define SS_INIT_LIGHTING 1 // Generation of lighting overlays and pre-bake. May cause openturf updates, should initialize before SSzcopy.
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#define SS_INIT_ZCOPY 0 // Z-mimic flush. Should run after SSoverlay & SSicon_smooth so it copies the smoothed sprites.
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#define SS_INIT_LOBBY -1 // Lobby timer starts here. The lobby timer won't actually start going down until the MC starts ticking, so you probably want this last.
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// Something to remember when setting priorities: SS_TICKER runs before Normal, which runs before SS_BACKGROUND.
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// Each group has its own priority bracket.
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// SS_BACKGROUND handles high server load differently than Normal and SS_TICKER do.
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// SS_TICKER
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#define SS_PRIORITY_OVERLAY 500 // Applies overlays. May cause overlay pop-in if it gets behind.
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//#define SS_PRIORITY_DEFAULT 50 // This is defined somewhere else.
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#define SS_PRIORITY_TIMER 45 // Timed event scheduling. This is important.
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#define SS_PRIORITY_SMOOTHING 35 // Smooth turf generation.
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#define SS_PRIORITY_ORBIT 30 // Orbit datum updates.
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#define SS_PRIORITY_ICON_UPDATE 20 // Queued icon updates. Mostly used by APCs and tables.
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#define SS_PRIORITY_PROJECTILES 10 // Projectile processing!
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// Normal
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#define SS_PRIORITY_TICKER 200 // Gameticker.
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#define SS_PRIORITY_MOB 150 // Mob Life().
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#define SS_PRIORITY_NANOUI 120 // UI updates.
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#define SS_PRIORITY_VOTE 110
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#define SS_PRIORITY_ELECTRONICS 100 // Integrated Electronics processing.
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#define SS_PRIORITY_MACHINERY 95 // Machinery + powernet ticks.
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#define SS_PRIORITY_CHEMISTRY 90 // Multi-tick chemical reactions.
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#define SS_PRIORITY_SHUTTLE 85 // Shuttle movement.
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#define SS_PRIORITY_CALAMITY 75 // Singularity, Tesla, Nar'sie, blob, etc.
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#define SS_PRIORITY_EVENT 70
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#define SS_PRIORITY_LIGHTING 65 // Queued lighting engine updates.
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#define SS_PRIORITY_DISEASE 60 // Disease ticks.
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#define SS_PRIORITY_AIR 55 // ZAS processing.
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//#define SS_PRIORITY_DEFAULT 50 // This is defined somewhere else.
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#define SS_PRIORITY_ALARMS 45
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#define SS_PRIORITY_PLANTS 40 // Spreading plant effects.
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#define SS_PRIORITY_EFFECTS 35 // New-style effects manager. Timing of effects may be off if this gets too far behind.
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#define SS_PRIORITY_AIRFLOW 15 // Handles object movement due to ZAS airflow.
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#define SS_PRIORITY_ZCOPY 10 // Z-mimic icon generation/updates.
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// SS_BACKGROUND
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//#define SS_PRIORITY_DEFAULT 50 // This is defined somewhere else.
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#define SS_PRIORITY_MODIFIER 18
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#define SS_PRIORITY_ARRIVALS 16 // Centcomm arrivals shuttle auto-launch. Usually asleep.
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#define SS_PRIORITY_PROCESSING 15 // Generic datum processor. Replaces objects processor.
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#define SS_PRIORITY_EXPLOSIVES 13 // Explosion processor. Doesn't have much effect on explosion tick-checking.
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#define SS_PRIORITY_DISPOSALS 12 // Disposal holder movement.
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#define SS_PRIORITY_WIRELESS 12 // Handles pairing of wireless devices. Usually will be asleep.
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#define SS_PRIORITY_NIGHT 5 // Nightmode.
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#define SS_PRIORITY_STATISTICS 4 // Player population polling & AFK kick.
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#define SS_PRIORITY_SUN 3 // Sun movement & Solar tracking.
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#define SS_PRIORITY_GARBAGE 2 // Garbage collection.
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