diff --git a/code/__DEFINES/subsystems.dm b/code/__DEFINES/subsystems.dm index ae08d7fd25d..e1cb2d5d972 100644 --- a/code/__DEFINES/subsystems.dm +++ b/code/__DEFINES/subsystems.dm @@ -142,35 +142,36 @@ // 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) -#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 15 -#define FIRE_PRIORITY_WET_FLOORS 20 -#define FIRE_PRIORITY_AIR 20 -#define FIRE_PRIORITY_NPC 20 -#define FIRE_PRIORITY_PROCESS 25 -#define FIRE_PRIORITY_THROWING 25 -#define FIRE_PRIORITY_SPACEDRIFT 30 -#define FIRE_PRIORITY_FIELDS 30 -#define FIRE_PRIOTITY_SMOOTHING 35 -#define FIRE_PRIORITY_NETWORKS 40 -#define FIRE_PRIORITY_OBJ 40 -#define FIRE_PRIORITY_ACID 40 -#define FIRE_PRIOTITY_BURNING 40 -#define FIRE_PRIORITY_DEFAULT 50 -#define FIRE_PRIORITY_PARALLAX 65 -#define FIRE_PRIORITY_MOBS 100 -#define FIRE_PRIORITY_TGUI 110 -#define FIRE_PRIORITY_TICKER 200 -#define FIRE_PRIORITY_ATMOS_ADJACENCY 300 -#define FIRE_PRIORITY_CHAT 400 -#define FIRE_PRIORITY_RUNECHAT 410 -#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. // 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?