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Ups the timer SS priority
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@@ -142,6 +142,7 @@
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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<<<<<<< HEAD
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#define FIRE_PRIORITY_PING 10
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#define FIRE_PRIORITY_IDLE_NPC 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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@@ -170,6 +171,38 @@
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_EXPLOSIONS 666
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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=======
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#define FIRE_PRIORITY_PING 10
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#define FIRE_PRIORITY_IDLE_NPC 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_RESEARCH 10
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#define FIRE_PRIORITY_VIS 10
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#define FIRE_PRIORITY_GARBAGE 20
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#define FIRE_PRIORITY_WET_FLOORS 30
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#define FIRE_PRIORITY_AIR 30
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#define FIRE_PRIORITY_NPC 30
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#define FIRE_PRIORITY_PROCESS 40
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#define FIRE_PRIORITY_THROWING 40
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#define FIRE_PRIORITY_SPACEDRIFT 50
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#define FIRE_PRIORITY_FIELDS 50
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#define FIRE_PRIOTITY_SMOOTHING 60
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#define FIRE_PRIORITY_NETWORKS 70
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#define FIRE_PRIORITY_OBJ 70
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#define FIRE_PRIORITY_ACID 70
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#define FIRE_PRIOTITY_BURNING 70
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#define FIRE_PRIORITY_DEFAULT 80
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#define FIRE_PRIORITY_PARALLAX 90
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_TICKER 120
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#define FIRE_PRIORITY_ATMOS_ADJACENCY 130
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#define FIRE_PRIORITY_CHAT 140
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#define FIRE_PRIORITY_RUNECHAT 150
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#define FIRE_PRIORITY_OVERLAYS 160
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#define FIRE_PRIORITY_EXPLOSIONS 170
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#define FIRE_PRIORITY_TIMER 180
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#define FIRE_PRIORITY_INPUT 190 // This must always always be the max highest priority. Player input must never be lost.
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>>>>>>> ed019679ba... Ups the timer SS priority (#52405)
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// SS runlevels
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@@ -7,7 +7,7 @@ SUBSYSTEM_DEF(timer)
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name = "Timer"
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wait = 1 //SS_TICKER subsystem, so wait is in ticks
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init_order = INIT_ORDER_TIMER
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priority = FIRE_PRIORITY_TIMER
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flags = SS_TICKER|SS_NO_INIT
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var/list/datum/timedevent/second_queue = list() //awe, yes, you've had first queue, but what about second queue?
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