diff --git a/code/__DEFINES/subsystems.dm b/code/__DEFINES/subsystems.dm index 651d0875218..c9b18a2e560 100644 --- a/code/__DEFINES/subsystems.dm +++ b/code/__DEFINES/subsystems.dm @@ -142,6 +142,7 @@ // Subsystem fire priority, from lowest to highest priority // If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child) +<<<<<<< HEAD #define FIRE_PRIORITY_PING 10 #define FIRE_PRIORITY_IDLE_NPC 10 #define FIRE_PRIORITY_SERVER_MAINT 10 @@ -170,6 +171,38 @@ #define FIRE_PRIORITY_OVERLAYS 500 #define FIRE_PRIORITY_EXPLOSIONS 666 #define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost. +======= +#define FIRE_PRIORITY_PING 10 +#define FIRE_PRIORITY_IDLE_NPC 10 +#define FIRE_PRIORITY_SERVER_MAINT 10 +#define FIRE_PRIORITY_RESEARCH 10 +#define FIRE_PRIORITY_VIS 10 +#define FIRE_PRIORITY_GARBAGE 20 +#define FIRE_PRIORITY_WET_FLOORS 30 +#define FIRE_PRIORITY_AIR 30 +#define FIRE_PRIORITY_NPC 30 +#define FIRE_PRIORITY_PROCESS 40 +#define FIRE_PRIORITY_THROWING 40 +#define FIRE_PRIORITY_SPACEDRIFT 50 +#define FIRE_PRIORITY_FIELDS 50 +#define FIRE_PRIOTITY_SMOOTHING 60 +#define FIRE_PRIORITY_NETWORKS 70 +#define FIRE_PRIORITY_OBJ 70 +#define FIRE_PRIORITY_ACID 70 +#define FIRE_PRIOTITY_BURNING 70 +#define FIRE_PRIORITY_DEFAULT 80 +#define FIRE_PRIORITY_PARALLAX 90 +#define FIRE_PRIORITY_MOBS 100 +#define FIRE_PRIORITY_TGUI 110 +#define FIRE_PRIORITY_TICKER 120 +#define FIRE_PRIORITY_ATMOS_ADJACENCY 130 +#define FIRE_PRIORITY_CHAT 140 +#define FIRE_PRIORITY_RUNECHAT 150 +#define FIRE_PRIORITY_OVERLAYS 160 +#define FIRE_PRIORITY_EXPLOSIONS 170 +#define FIRE_PRIORITY_TIMER 180 +#define FIRE_PRIORITY_INPUT 190 // This must always always be the max highest priority. Player input must never be lost. +>>>>>>> ed019679ba... Ups the timer SS priority (#52405) // SS runlevels diff --git a/code/controllers/subsystem/timer.dm b/code/controllers/subsystem/timer.dm index 36bf992cfb9..be77190e418 100644 --- a/code/controllers/subsystem/timer.dm +++ b/code/controllers/subsystem/timer.dm @@ -7,7 +7,7 @@ SUBSYSTEM_DEF(timer) name = "Timer" wait = 1 //SS_TICKER subsystem, so wait is in ticks init_order = INIT_ORDER_TIMER - + priority = FIRE_PRIORITY_TIMER flags = SS_TICKER|SS_NO_INIT var/list/datum/timedevent/second_queue = list() //awe, yes, you've had first queue, but what about second queue?