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Cleans up new lobby timing (#24250)
* Cleans up new lobby timing * Changes
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@@ -39,6 +39,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
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var/make_runtime = 0
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var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
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// Has round started? (So we know what subsystems to run)
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var/round_started = 0
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@@ -150,7 +151,9 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
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// Set world options.
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world.sleep_offline = 1
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world.fps = config.fps
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var/initialized_tod = world.timeofday
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sleep(1)
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initializations_finished_with_no_players_logged_in = initialized_tod < world.timeofday - 10
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// Loop.
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Master.StartProcessing(0)
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@@ -71,14 +71,17 @@ var/datum/subsystem/ticker/ticker
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syndicate_code_response = generate_code_phrase()
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..()
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start_at = world.time + (config.lobby_countdown * 10)
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world << "<span class='boldnotice'>Welcome to [station_name()]!</span>"
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world << "Please set up your character and select \"Ready\". The game will start in about [config.lobby_countdown] seconds."
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current_state = GAME_STATE_PREGAME
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for(var/client/C in clients)
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window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
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/datum/subsystem/ticker/fire()
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switch(current_state)
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if(GAME_STATE_STARTUP)
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if(Master.initializations_finished_with_no_players_logged_in)
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start_at = world.time + (config.lobby_countdown * 10)
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for(var/client/C in clients)
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window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
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world << "<span class='boldnotice'>Welcome to [station_name()]!</span>"
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current_state = GAME_STATE_PREGAME
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fire()
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if(GAME_STATE_PREGAME)
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//lobby stats for statpanels
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if(isnull(timeLeft))
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@@ -28,3 +28,5 @@
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*/
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new_player_panel()
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client.playtitlemusic()
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if(ticker.current_state < GAME_STATE_SETTING_UP)
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src << "Please set up your character and select \"Ready\". The game will start in about [round(ticker.GetTimeLeft()/10)] seconds."
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