mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-23 13:10:02 +01:00
Gives subsystem controllers a bitfield def to make vv easier, renames their flags var (#95439)
This commit is contained in:
@@ -191,7 +191,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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"last_fire" = subsystem.last_fire,
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"next_fire" = subsystem.next_fire,
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"can_fire" = subsystem.can_fire,
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"doesnt_fire" = !!(subsystem.flags & SS_NO_FIRE),
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"doesnt_fire" = !!(subsystem.ss_flags & SS_NO_FIRE),
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"cost_ms" = subsystem.cost,
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"tick_usage" = subsystem.tick_usage,
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"usage_per_tick" = average,
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@@ -305,7 +305,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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FireHim = TRUE
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if(3)
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msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be put offline."
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BadBoy.flags |= SS_NO_FIRE
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BadBoy.ss_flags |= SS_NO_FIRE
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if(msg)
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to_chat(GLOB.admins, span_boldannounce("[msg]"))
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log_world(msg)
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@@ -494,7 +494,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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SS_INIT_NO_MESSAGE,
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)
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if ((subsystem.flags & SS_NO_INIT) || subsystem.initialized) //Don't init SSs with the corresponding flag or if they already are initialized
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if ((subsystem.ss_flags & SS_NO_INIT) || subsystem.initialized) //Don't init SSs with the corresponding flag or if they already are initialized
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subsystem.initialized = TRUE // set initialized to TRUE, because the value of initialized may still be checked on SS_NO_INIT subsystems as an "is this ready" check
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return
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@@ -599,7 +599,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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var/timer = world.time
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for (var/thing in subsystems)
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var/datum/controller/subsystem/SS = thing
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if (SS.flags & SS_NO_FIRE)
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if (SS.ss_flags & SS_NO_FIRE)
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continue
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if (SS.init_stage > init_stage)
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continue
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@@ -607,7 +607,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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SS.queue_next = null
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SS.queue_prev = null
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SS.state = SS_IDLE
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if ((SS.flags & (SS_TICKER|SS_BACKGROUND)) == SS_TICKER)
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if ((SS.ss_flags & (SS_TICKER|SS_BACKGROUND)) == SS_TICKER)
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tickersubsystems += SS
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// Timer subsystems aren't allowed to bunch up, so we offset them a bit
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timer += TICKS2DS(rand(0, 1))
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@@ -618,7 +618,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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if(SS.init_stage == init_stage - 1 && (SS.runlevels & current_runlevel))
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// Give em a random offset so things don't clump up too bad
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var/delay = SS.wait
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if(SS.flags & SS_TICKER)
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if(SS.ss_flags & SS_TICKER)
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delay = TICKS2DS(delay)
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// Gotta convert to ticks cause rand needs integers
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SS.next_fire = world.time + TICKS2DS(rand(0, DS2TICKS(min(delay, 2 SECONDS))))
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@@ -720,7 +720,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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continue
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// If they're new, give em a random offset so things don't clump up too bad
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var/delay = SS.wait
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if(SS.flags & SS_TICKER)
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if(SS.ss_flags & SS_TICKER)
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delay = TICKS2DS(delay)
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SS.next_fire = world.time + TICKS2DS(rand(0, DS2TICKS(min(delay, 2 SECONDS))))
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@@ -813,7 +813,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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continue
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if (SS.next_fire > world.time)
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continue
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SS_flags = SS.flags
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SS_flags = SS.ss_flags
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if (SS_flags & SS_NO_FIRE)
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subsystemstocheck -= SS
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continue
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@@ -855,7 +855,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
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while (queue_node)
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if (ran && TICK_USAGE > TICK_LIMIT_RUNNING)
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break
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queue_node_flags = queue_node.flags
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queue_node_flags = queue_node.ss_flags
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queue_node_priority = queue_node.queued_priority
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if (!(queue_node_flags & SS_TICKER) && skip_ticks)
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@@ -34,8 +34,8 @@
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/// Priority Weight: When multiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
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var/priority = FIRE_PRIORITY_DEFAULT
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/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
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var/flags = NONE
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/// [Subsystem flags][SS_NO_INIT] to control binary behavior. ss_flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
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var/ss_flags = NONE
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/// Which stage does this subsystem init at. Earlier stages can fire while later stages init.
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var/init_stage = INITSTAGE_MAIN
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@@ -161,13 +161,13 @@
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///fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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///Sleeping in here prevents future fires until returned.
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/datum/controller/subsystem/proc/fire(resumed = FALSE)
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flags |= SS_NO_FIRE
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ss_flags |= SS_NO_FIRE
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CRASH("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
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/datum/controller/subsystem/Destroy()
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dequeue()
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can_fire = 0
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flags |= SS_NO_FIRE
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ss_flags |= SS_NO_FIRE
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if (Master)
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Master.subsystems -= src
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return ..()
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@@ -177,7 +177,7 @@
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* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
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*/
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/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
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var/queue_node_flags = flags
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var/queue_node_flags = ss_flags
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if (reset_time)
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postponed_fires = 0
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@@ -202,14 +202,14 @@
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/// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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/datum/controller/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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var/SS_flags = ss_flags
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var/datum/controller/subsystem/queue_node
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var/queue_node_priority
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var/queue_node_flags
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for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
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queue_node_priority = queue_node.queued_priority
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queue_node_flags = queue_node.flags
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queue_node_flags = queue_node.ss_flags
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if (queue_node_flags & (SS_TICKER|SS_BACKGROUND) == SS_TICKER)
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if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != SS_TICKER)
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@@ -290,7 +290,7 @@
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return SS_INIT_NONE
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/datum/controller/subsystem/stat_entry(msg)
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if(can_fire && !(SS_NO_FIRE & flags) && init_stage <= Master.init_stage_completed)
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if(can_fire && !(SS_NO_FIRE & ss_flags) && init_stage <= Master.init_stage_completed)
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msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)] [msg]"
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else
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msg = "OFFLINE\t[msg]"
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(achievements)
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name = "Achievements"
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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var/achievements_enabled = FALSE
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///List of achievements
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@@ -2,7 +2,7 @@ GENERAL_PROTECT_DATUM(/datum/controller/subsystem/admin_verbs)
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SUBSYSTEM_DEF(admin_verbs)
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name = "Admin Verbs"
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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init_stage = INITSTAGE_EARLY
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/// A list of all admin verbs indexed by their type.
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var/list/datum/admin_verb/admin_verbs_by_type = list()
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@@ -1,7 +1,7 @@
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/// The subsystem used to tick [/datum/ai_controllers] instances. Handling the re-checking of plans.
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SUBSYSTEM_DEF(ai_controllers)
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name = "AI Controller Ticker"
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
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ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC
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dependencies = list(
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/datum/controller/subsystem/movement/ai_movement,
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@@ -1,6 +1,6 @@
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AI_CONTROLLER_SUBSYSTEM_DEF(ai_idle_controllers)
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name = "AI Idle Controllers"
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flags = SS_POST_FIRE_TIMING | SS_BACKGROUND
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ss_flags = SS_POST_FIRE_TIMING | SS_BACKGROUND
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priority = FIRE_PRIORITY_IDLE_NPC
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dependencies = list(
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/datum/controller/subsystem/ai_controllers,
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@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(air)
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)
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priority = FIRE_PRIORITY_AIR
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wait = 0.5 SECONDS
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/cached_cost = 0
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@@ -1,7 +1,7 @@
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/// The subsystem used to play ambience to users every now and then, makes them real excited.
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SUBSYSTEM_DEF(ambience)
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name = "Ambience"
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flags = SS_BACKGROUND|SS_NO_INIT
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ss_flags = SS_BACKGROUND|SS_NO_INIT
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priority = FIRE_PRIORITY_AMBIENCE
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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wait = 1 SECONDS
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@@ -8,7 +8,7 @@
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*/
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SUBSYSTEM_DEF(area_contents)
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name = "Area Contents"
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
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var/list/currentrun
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var/list/area/marked_for_clearing = list()
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@@ -4,7 +4,7 @@
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SUBSYSTEM_DEF(asset_loading)
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name = "Asset Loading"
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priority = FIRE_PRIORITY_ASSETS
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
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var/list/datum/asset/generate_queue = list()
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var/assets_generating = 0
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(assets)
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/datum/controller/subsystem/persistent_paintings,
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/datum/controller/subsystem/greyscale_previews,
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)
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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var/list/datum/asset_cache_item/cache = list()
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var/list/preload = list()
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var/datum/asset_transport/transport = new()
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@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(atoms)
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/datum/controller/subsystem/mapping,
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/datum/controller/subsystem/job,
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)
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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/// A stack of list(source, desired initialized state)
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/// We read the source of init changes from the last entry, and assert that all changes will come with a reset
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(augury)
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name = "Augury"
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/watchers = list()
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(ban_cache)
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/datum/controller/subsystem/ban_cache
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name = "Ban Cache"
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init_stage = INITSTAGE_LAST
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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var/query_started = FALSE
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/datum/controller/subsystem/ban_cache/Initialize()
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@@ -5,7 +5,7 @@
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*/
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PROCESSING_SUBSYSTEM_DEF(blood_drying)
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name = "Blood Drying"
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flags = SS_NO_INIT | SS_BACKGROUND
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ss_flags = SS_NO_INIT | SS_BACKGROUND
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priority = FIRE_PRIORITY_BLOOD_DRYING
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runlevels = RUNLEVEL_GAME
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wait = 4 SECONDS
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@@ -1,7 +1,7 @@
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/// Manages the security cameras and camera chunks
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SUBSYSTEM_DEF(cameras)
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name = "Cameras"
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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priority = FIRE_PRIORITY_CAMERAS
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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wait = 2 MINUTES
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@@ -5,7 +5,7 @@
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SUBSYSTEM_DEF(chat)
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name = "Chat"
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flags = SS_TICKER|SS_NO_INIT
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ss_flags = SS_TICKER|SS_NO_INIT
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wait = 1
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priority = FIRE_PRIORITY_CHAT
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init_stage = INITSTAGE_LAST
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@@ -1,7 +1,7 @@
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#define SHUTDOWN_QUERY_TIMELIMIT (1 MINUTES)
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SUBSYSTEM_DEF(dbcore)
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name = "Database"
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flags = SS_TICKER
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ss_flags = SS_TICKER
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init_stage = INITSTAGE_FIRST
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wait = 10 // Not seconds because we're running on SS_TICKER
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runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(dcs)
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name = "Datum Component System"
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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wait = 1 SECONDS
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var/list/elements_by_type = list()
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(disease)
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name = "Disease"
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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var/list/active_diseases = list() //List of Active disease in all mobs; purely for quick referencing.
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var/list/diseases
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(dynamic)
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name = "Dynamic"
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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wait = 5 MINUTES
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// These vars just exist for admins interfacing with dynamic
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@@ -14,7 +14,7 @@ SUBSYSTEM_DEF(early_assets)
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/datum/controller/subsystem/atoms,
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)
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init_stage = INITSTAGE_EARLY
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
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/datum/controller/subsystem/early_assets/Initialize()
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var/init_source = "early assets"
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@@ -9,7 +9,7 @@ SUBSYSTEM_DEF(explosions)
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name = "Explosions"
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priority = FIRE_PRIORITY_EXPLOSIONS
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wait = 1
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flags = SS_TICKER|SS_NO_INIT
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ss_flags = SS_TICKER|SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/cost_lowturf = 0
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@@ -20,7 +20,7 @@
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SUBSYSTEM_DEF(fluids)
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name = "Fluid"
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wait = 0 // Will be autoset to whatever makes the most sense given the spread and effect waits.
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flags = SS_KEEP_TIMING
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ss_flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_GAME|RUNLEVEL_POSTGAME
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priority = FIRE_PRIORITY_FLUIDS
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@@ -25,7 +25,7 @@ SUBSYSTEM_DEF(garbage)
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name = "Garbage"
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priority = FIRE_PRIORITY_GARBAGE
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wait = 2 SECONDS
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
|
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ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
|
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
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init_stage = INITSTAGE_FIRST
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(greyscale_previews)
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name = "Greyscale Previews"
|
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flags = SS_NO_FIRE
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ss_flags = SS_NO_FIRE
|
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init_stage = INITSTAGE_EARLY
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dependencies = list(
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/datum/controller/subsystem/processing/greyscale,
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(icon_smooth)
|
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)
|
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wait = 1
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priority = FIRE_PRIORITY_SMOOTHING
|
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flags = SS_TICKER
|
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ss_flags = SS_TICKER
|
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|
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///Blueprints assemble an image of what pipes/manifolds/wires look like on initialization, and thus should be taken after everything's been smoothed
|
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var/list/blueprint_queue = list()
|
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|
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@@ -5,7 +5,7 @@
|
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SUBSYSTEM_DEF(init_profiler)
|
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name = "Init Profiler"
|
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init_stage = INITSTAGE_LAST
|
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flags = SS_NO_FIRE
|
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ss_flags = SS_NO_FIRE
|
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|
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/datum/controller/subsystem/init_profiler/Initialize()
|
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if(CONFIG_GET(flag/auto_profile))
|
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|
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@@ -1,7 +1,7 @@
|
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VERB_MANAGER_SUBSYSTEM_DEF(input)
|
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name = "Input"
|
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init_stage = INITSTAGE_EARLY
|
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flags = SS_TICKER
|
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ss_flags = SS_TICKER
|
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priority = FIRE_PRIORITY_INPUT
|
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
|
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|
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|
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@@ -1,6 +1,6 @@
|
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SUBSYSTEM_DEF(ipintel)
|
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name = "XKeyScore"
|
||||
flags = SS_NO_INIT|SS_NO_FIRE
|
||||
ss_flags = SS_NO_INIT|SS_NO_FIRE
|
||||
/// The threshold for probability to be considered a VPN and/or bad IP
|
||||
var/probability_threshold
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(job)
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/processing/station,
|
||||
)
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
/// List of all jobs.
|
||||
var/list/datum/job/all_occupations = list()
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/// The subsystem for controlling drastic performance enhancements aimed at reducing server load for a smoother albeit slightly duller gaming experience
|
||||
SUBSYSTEM_DEF(lag_switch)
|
||||
name = "Lag Switch"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
/// If the lag switch measures should attempt to trigger automatically, TRUE if a config value exists
|
||||
var/auto_switch = FALSE
|
||||
|
||||
@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(library)
|
||||
/datum/controller/subsystem/atoms,
|
||||
/datum/controller/subsystem/mapping,
|
||||
)
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
/// List of bookselves to prefill with books
|
||||
var/list/shelves_to_load = list()
|
||||
|
||||
@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(lighting)
|
||||
/datum/controller/subsystem/mapping,
|
||||
)
|
||||
wait = 2
|
||||
flags = SS_TICKER
|
||||
ss_flags = SS_TICKER
|
||||
var/static/list/sources_queue = list() // List of lighting sources queued for update.
|
||||
var/static/list/corners_queue = list() // List of lighting corners queued for update.
|
||||
var/static/list/objects_queue = list() // List of lighting objects queued for update.
|
||||
|
||||
@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(machines)
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/atoms,
|
||||
)
|
||||
flags = SS_KEEP_TIMING
|
||||
ss_flags = SS_KEEP_TIMING
|
||||
wait = 2 SECONDS
|
||||
|
||||
/// Assosciative list of all machines that exist.
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
SUBSYSTEM_DEF(map_vote)
|
||||
name = "Map Vote"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
/// Has an admin specifically set a map.
|
||||
var/admin_override = FALSE
|
||||
|
||||
@@ -351,7 +351,7 @@ Used by the AI doomsday and the self-destruct nuke.
|
||||
|
||||
|
||||
/datum/controller/subsystem/mapping/Recover()
|
||||
flags |= SS_NO_INIT
|
||||
ss_flags |= SS_NO_INIT
|
||||
initialized = SSmapping.initialized
|
||||
map_templates = SSmapping.map_templates
|
||||
ruins_templates = SSmapping.ruins_templates
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(market)
|
||||
name = "Market"
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/atoms,
|
||||
)
|
||||
|
||||
@@ -6,7 +6,7 @@ These materials call on_applied() on whatever item they are applied to, common e
|
||||
*/
|
||||
SUBSYSTEM_DEF(materials)
|
||||
name = "Materials"
|
||||
flags = SS_NO_FIRE | SS_NO_INIT
|
||||
ss_flags = SS_NO_FIRE | SS_NO_INIT
|
||||
/// Dictionary of material.id || material ref
|
||||
var/list/materials
|
||||
/// Flat list of materials
|
||||
|
||||
@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(minor_mapping)
|
||||
/datum/controller/subsystem/mapping,
|
||||
/datum/controller/subsystem/atoms,
|
||||
)
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
///a list of vermin we pick from to spawn.
|
||||
var/list/vermin_chances = list(
|
||||
/mob/living/basic/mouse = 72,
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
SUBSYSTEM_DEF(mobs)
|
||||
name = "Mobs"
|
||||
priority = FIRE_PRIORITY_MOBS
|
||||
flags = SS_KEEP_TIMING | SS_NO_INIT
|
||||
ss_flags = SS_KEEP_TIMING | SS_NO_INIT
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
wait = 2 SECONDS
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(mood)
|
||||
name = "Mood"
|
||||
flags = SS_NO_INIT | SS_BACKGROUND
|
||||
ss_flags = SS_NO_INIT | SS_BACKGROUND
|
||||
priority = 20
|
||||
wait = 1 SECONDS
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
SUBSYSTEM_DEF(mouse_entered)
|
||||
name = "MouseEntered"
|
||||
wait = 1
|
||||
flags = SS_NO_INIT | SS_TICKER
|
||||
ss_flags = SS_NO_INIT | SS_TICKER
|
||||
priority = FIRE_PRIORITY_MOUSE_ENTERED
|
||||
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/// The subsystem used to tick [/datum/ai_movement] instances. Handling the movement of individual AI instances
|
||||
MOVEMENT_SUBSYSTEM_DEF(ai_movement)
|
||||
name = "AI movement"
|
||||
flags = SS_BACKGROUND|SS_TICKER
|
||||
ss_flags = SS_BACKGROUND|SS_TICKER
|
||||
priority = FIRE_PRIORITY_NPC_MOVEMENT
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
MOVEMENT_SUBSYSTEM_DEF(cliff_falling)
|
||||
name = "Cliff Falling"
|
||||
priority = FIRE_PRIORITY_CLIFF_FALLING
|
||||
flags = SS_NO_INIT|SS_TICKER
|
||||
ss_flags = SS_NO_INIT|SS_TICKER
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
/// Who are currently falling and with which movemanager?
|
||||
|
||||
@@ -2,5 +2,5 @@
|
||||
MOVEMENT_SUBSYSTEM_DEF(hyperspace_drift)
|
||||
name = "Hyperspace Drift"
|
||||
priority = FIRE_PRIORITY_HYPERSPACE_DRIFT
|
||||
flags = SS_NO_INIT|SS_TICKER
|
||||
ss_flags = SS_NO_INIT|SS_TICKER
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(movement)
|
||||
name = "Movement Loops"
|
||||
flags = SS_NO_INIT|SS_TICKER
|
||||
ss_flags = SS_NO_INIT|SS_TICKER
|
||||
wait = 1 //Fire each tick
|
||||
/*
|
||||
A breif aside about the bucketing system here
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/// The subsystem is intended to tick things related to space/newtonian movement, such as constant sources of inertia
|
||||
MOVEMENT_SUBSYSTEM_DEF(newtonian_movement)
|
||||
name = "Newtonian Movement"
|
||||
flags = SS_NO_INIT|SS_TICKER
|
||||
ss_flags = SS_NO_INIT|SS_TICKER
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
var/stat_tag = "P" //Used for logging
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
SUBSYSTEM_DEF(bitrunning)
|
||||
name = "Bitrunning"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
var/list/all_domains = list()
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(circuit_component)
|
||||
name = "Circuit Components"
|
||||
wait = 0.1 SECONDS
|
||||
priority = FIRE_PRIORITY_DEFAULT
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
|
||||
var/list/callbacks_to_invoke = list()
|
||||
var/list/currentrun = list()
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
*/
|
||||
SUBSYSTEM_DEF(id_access)
|
||||
name = "IDs and Access"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
/// Dictionary of access flags. Keys are accesses. Values are their associated bitflags.
|
||||
var/list/flags_by_access = list()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(radio)
|
||||
name = "Radio"
|
||||
flags = SS_NO_FIRE|SS_NO_INIT
|
||||
ss_flags = SS_NO_FIRE|SS_NO_INIT
|
||||
|
||||
var/list/datum/radio_frequency/frequencies = list()
|
||||
var/list/saymodes = list()
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
**/
|
||||
SUBSYSTEM_DEF(wiremod_composite)
|
||||
name = "Wiremod Composite Templates"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
/// The templates created and stored
|
||||
var/list/templates = list()
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(npcpool)
|
||||
name = "NPC Pool"
|
||||
flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
|
||||
ss_flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
|
||||
priority = FIRE_PRIORITY_NPC
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(overlays)
|
||||
name = "Overlay"
|
||||
flags = SS_NO_FIRE|SS_NO_INIT
|
||||
ss_flags = SS_NO_FIRE|SS_NO_INIT
|
||||
var/list/stats
|
||||
|
||||
/datum/controller/subsystem/overlays/PreInit()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(pai)
|
||||
name = "pAI"
|
||||
flags = SS_NO_INIT|SS_NO_FIRE
|
||||
ss_flags = SS_NO_INIT|SS_NO_FIRE
|
||||
|
||||
/// List of pAI candidates, including those not submitted.
|
||||
var/list/candidates = list()
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
SUBSYSTEM_DEF(parallax)
|
||||
name = "Parallax"
|
||||
wait = 2
|
||||
flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
|
||||
ss_flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
|
||||
priority = FIRE_PRIORITY_PARALLAX
|
||||
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
|
||||
var/list/currentrun
|
||||
|
||||
@@ -7,7 +7,7 @@ SUBSYSTEM_DEF(persistence)
|
||||
/datum/controller/subsystem/mapping,
|
||||
/datum/controller/subsystem/atoms,
|
||||
)
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
///instantiated wall engraving components
|
||||
var/list/wall_engravings = list()
|
||||
|
||||
@@ -120,7 +120,7 @@
|
||||
|
||||
SUBSYSTEM_DEF(persistent_paintings)
|
||||
name = "Persistent Paintings"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/persistence,
|
||||
)
|
||||
|
||||
@@ -8,7 +8,7 @@ SUBSYSTEM_DEF(ping)
|
||||
priority = FIRE_PRIORITY_PING
|
||||
init_stage = INITSTAGE_EARLY
|
||||
wait = 4 SECONDS
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
|
||||
var/list/currentrun = list()
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
SUBSYSTEM_DEF(points_of_interest)
|
||||
name = "Points of Interest"
|
||||
|
||||
flags = SS_NO_FIRE | SS_NO_INIT
|
||||
ss_flags = SS_NO_FIRE | SS_NO_INIT
|
||||
|
||||
/// List of mob POIs. This list is automatically sorted.
|
||||
var/list/datum/point_of_interest/mob_poi/mob_points_of_interest = list()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(polling)
|
||||
name = "Polling"
|
||||
flags = SS_BACKGROUND | SS_NO_INIT
|
||||
ss_flags = SS_BACKGROUND | SS_NO_INIT
|
||||
wait = 1 SECONDS
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
/// List of polls currently ongoing, to be checked on next fire()
|
||||
|
||||
@@ -2,5 +2,5 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(acid)
|
||||
name = "Acid"
|
||||
priority = FIRE_PRIORITY_ACID
|
||||
flags = SS_NO_INIT|SS_BACKGROUND
|
||||
ss_flags = SS_NO_INIT|SS_BACKGROUND
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(basic_avoidance)
|
||||
name = "Basic Avoidance"
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
wait = 2 SECONDS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/// The subsystem used to tick [/datum/ai_behavior] instances. Handling the individual actions an AI can take like punching someone in the fucking NUTS
|
||||
PROCESSING_SUBSYSTEM_DEF(ai_behaviors)
|
||||
name = "AI Behavior Ticker"
|
||||
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
|
||||
ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
|
||||
priority = FIRE_PRIORITY_NPC_ACTIONS
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
dependencies = list(
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(idle_ai_behaviors)
|
||||
name = "AI Idle Behaviors"
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
wait = 1.5 SECONDS
|
||||
priority = FIRE_PRIORITY_IDLE_NPC
|
||||
dependencies = list(
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(antag_hud)
|
||||
name = "Antag HUDs"
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
wait = 2 SECONDS
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/// The subsystem used to tick auras ([/datum/component/aura_healing] and [/datum/component/damage_aura]).
|
||||
PROCESSING_SUBSYSTEM_DEF(aura)
|
||||
name = "Aura"
|
||||
flags = SS_NO_INIT | SS_BACKGROUND | SS_KEEP_TIMING
|
||||
ss_flags = SS_NO_INIT | SS_BACKGROUND | SS_KEEP_TIMING
|
||||
wait = 0.3 SECONDS
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/// The subsystem used to tick [/datum/component/acid] instances.
|
||||
PROCESSING_SUBSYSTEM_DEF(clock_component)
|
||||
name = "Clock Component"
|
||||
flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
|
||||
ss_flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
|
||||
wait = COMP_CLOCK_DELAY
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/// The subsystem used to tick digital clocks
|
||||
PROCESSING_SUBSYSTEM_DEF(digital_clock)
|
||||
name = "Digital Clocks"
|
||||
flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
|
||||
ss_flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
|
||||
wait = 1 SECONDS
|
||||
|
||||
@@ -2,5 +2,5 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(burning)
|
||||
name = "Burning"
|
||||
priority = FIRE_PRIORITY_BURNING
|
||||
flags = SS_NO_INIT|SS_BACKGROUND
|
||||
ss_flags = SS_NO_INIT|SS_BACKGROUND
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
@@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(fishing)
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/atoms,
|
||||
)
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
wait = 0.05 SECONDS // If you raise it to 0.1 SECONDS, you better also modify [datum/fish_movement/move_fish()]
|
||||
///A list of cached fish icons
|
||||
var/list/cached_fish_icons
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(greyscale)
|
||||
name = "Greyscale"
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
wait = 3 SECONDS
|
||||
init_stage = INITSTAGE_EARLY
|
||||
var/list/datum/greyscale_config/configurations = list()
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(instruments)
|
||||
name = "Instruments"
|
||||
wait = 0.5
|
||||
flags = SS_KEEP_TIMING
|
||||
ss_flags = SS_KEEP_TIMING
|
||||
priority = FIRE_PRIORITY_INSTRUMENTS
|
||||
/// List of all instrument data, associative id = datum
|
||||
var/static/list/datum/instrument/instrument_data = list()
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(newplayer_info)
|
||||
name = "New Player Info"
|
||||
flags = SS_NO_INIT | SS_BACKGROUND
|
||||
ss_flags = SS_NO_INIT | SS_BACKGROUND
|
||||
wait = 1 SECONDS
|
||||
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(obj)
|
||||
name = "Objects"
|
||||
priority = FIRE_PRIORITY_OBJ
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
wait = 2 SECONDS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(personalities)
|
||||
name = "Personalities"
|
||||
runlevels = RUNLEVEL_GAME
|
||||
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
|
||||
ss_flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
|
||||
wait = 3 SECONDS
|
||||
|
||||
/// All personality singletons indexed by their type
|
||||
|
||||
@@ -2,4 +2,4 @@ PROCESSING_SUBSYSTEM_DEF(plumbing)
|
||||
name = "Plumbing"
|
||||
wait = 10
|
||||
stat_tag = "FD" //its actually Fluid Ducts
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(priority_effects)
|
||||
name = "Priority Status Effects"
|
||||
flags = SS_KEEP_TIMING | SS_NO_INIT
|
||||
ss_flags = SS_KEEP_TIMING | SS_NO_INIT
|
||||
wait = 0.2 SECONDS // Same as SSfastprocess, but can be anything, assuming you refactor all high-priority status effect intervals and durations to be a multiple of it.
|
||||
priority = FIRE_PRIORITY_PRIORITY_EFFECTS
|
||||
stat_tag = "PEFF"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
SUBSYSTEM_DEF(processing)
|
||||
name = "Processing"
|
||||
priority = FIRE_PRIORITY_PROCESS
|
||||
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
|
||||
ss_flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
|
||||
wait = 1 SECONDS
|
||||
|
||||
var/stat_tag = "P" //Used for logging
|
||||
|
||||
@@ -2,7 +2,7 @@ PROCESSING_SUBSYSTEM_DEF(projectiles)
|
||||
name = "Projectiles"
|
||||
wait = 1
|
||||
stat_tag = "PP"
|
||||
flags = SS_NO_INIT|SS_TICKER
|
||||
ss_flags = SS_NO_INIT|SS_TICKER
|
||||
/*
|
||||
* Maximum amount of pixels a projectile can pass per tick *unless* its a hitscan projectile.
|
||||
* This prevents projectiles from turning into essentially hitscans if SSprojectiles starts chugging
|
||||
|
||||
@@ -44,7 +44,7 @@ GLOBAL_LIST_INIT(quirk_string_blacklist, generate_quirk_string_blacklist())
|
||||
// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
|
||||
PROCESSING_SUBSYSTEM_DEF(quirks)
|
||||
name = "Quirks"
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
runlevels = RUNLEVEL_GAME
|
||||
wait = 1 SECONDS
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(reagents)
|
||||
name = "Reagents"
|
||||
priority = FIRE_PRIORITY_REAGENTS
|
||||
wait = 0.25 SECONDS //You might think that rate_up_lim has to be set to half, but since everything is normalised around seconds_per_tick, it automatically adjusts it to be per second. Magic!
|
||||
flags = SS_KEEP_TIMING
|
||||
ss_flags = SS_KEEP_TIMING
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
init_stage = INITSTAGE_EARLY
|
||||
///What time was it when we last ticked
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
PROCESSING_SUBSYSTEM_DEF(station)
|
||||
name = "Station"
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
runlevels = RUNLEVEL_GAME
|
||||
wait = 5 SECONDS
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/// The subsystem used for portable turrets, as they're relatively more intensive compared to most other machines, so we don't want them hogging tick usage from everything else.
|
||||
PROCESSING_SUBSYSTEM_DEF(turrets)
|
||||
name = "Turret Processing"
|
||||
flags = SS_NO_INIT | SS_KEEP_TIMING
|
||||
ss_flags = SS_NO_INIT | SS_KEEP_TIMING
|
||||
wait = 2 SECONDS
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
SUBSYSTEM_DEF(queuelinks)
|
||||
name = "Queue Links"
|
||||
flags = SS_NO_FIRE | SS_NO_INIT
|
||||
ss_flags = SS_NO_FIRE | SS_NO_INIT
|
||||
///assoc list of pending queues, id = /datum/queue_link
|
||||
var/list/queues = list()
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(radiation)
|
||||
name = "Radiation"
|
||||
flags = SS_BACKGROUND | SS_NO_INIT
|
||||
ss_flags = SS_BACKGROUND | SS_NO_INIT
|
||||
|
||||
wait = 0.5 SECONDS
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@ SUBSYSTEM_DEF(radioactive_nebula)
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/processing/station,
|
||||
)
|
||||
flags = SS_BACKGROUND
|
||||
ss_flags = SS_BACKGROUND
|
||||
wait = 30 SECONDS
|
||||
|
||||
VAR_PRIVATE
|
||||
|
||||
@@ -5,7 +5,7 @@ This subsystem exists to serve as a holder for important info for the restaurant
|
||||
SUBSYSTEM_DEF(restaurant)
|
||||
name = "Restaurant"
|
||||
wait = 20 SECONDS //Roll for new guests but don't do it too fast.
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
///All venues that exist, assoc list of type - reference
|
||||
var/list/all_venues = list()
|
||||
///All customer data datums that exist, assoc list of type - reference
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
SUBSYSTEM_DEF(server_maint)
|
||||
name = "Server Tasks"
|
||||
wait = 6
|
||||
flags = SS_POST_FIRE_TIMING
|
||||
ss_flags = SS_POST_FIRE_TIMING
|
||||
priority = FIRE_PRIORITY_SERVER_MAINT
|
||||
init_stage = INITSTAGE_EARLY
|
||||
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
|
||||
|
||||
@@ -14,7 +14,7 @@ SUBSYSTEM_DEF(shuttle)
|
||||
/datum/controller/subsystem/atoms,
|
||||
/datum/controller/subsystem/air,
|
||||
)
|
||||
flags = SS_KEEP_TIMING
|
||||
ss_flags = SS_KEEP_TIMING
|
||||
runlevels = RUNLEVEL_SETUP | RUNLEVEL_GAME
|
||||
|
||||
/// A list of all the mobile docking ports.
|
||||
|
||||
@@ -4,7 +4,7 @@ This subsystem mostly exists to populate and manage the skill singletons.
|
||||
|
||||
SUBSYSTEM_DEF(skills)
|
||||
name = "Skills"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
///Dictionary of skill.type || skill ref
|
||||
var/list/all_skills = list()
|
||||
///List of level names with index corresponding to skill level
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
SUBSYSTEM_DEF(sounds)
|
||||
name = "Sounds"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
init_stage = INITSTAGE_EARLY
|
||||
var/static/using_channels_max = CHANNEL_HIGHEST_AVAILABLE //BYOND max channels
|
||||
/// Amount of channels to reserve for random usage rather than reservations being allowed to reserve all channels. Also a nice safeguard for when someone screws up.
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
/// A sprite accessory is something that we add to a human sprite to make them look different. This is hair, facial hair, underwear, mutant bits, etc.
|
||||
SUBSYSTEM_DEF(accessories) // just 'accessories' for brevity
|
||||
name = "Sprite Accessories"
|
||||
flags = SS_NO_FIRE | SS_NO_INIT
|
||||
ss_flags = SS_NO_FIRE | SS_NO_INIT
|
||||
|
||||
// HOLY SHIT COMPACT THIS INTO ASSOCIATED LISTS SO WE STOP ADDING VARIABLES
|
||||
//Hairstyles
|
||||
|
||||
@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(statpanels)
|
||||
wait = 4
|
||||
priority = FIRE_PRIORITY_STATPANEL
|
||||
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
var/list/currentrun = list()
|
||||
var/list/global_data
|
||||
var/list/mc_data
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(stickyban)
|
||||
name = "PRISM"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
|
||||
var/list/cache = list()
|
||||
var/list/dbcache = list()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
SUBSYSTEM_DEF(trading_card_game)
|
||||
name = "Trading Card Game"
|
||||
flags = SS_NO_FIRE
|
||||
ss_flags = SS_NO_FIRE
|
||||
/// Base directory for all related string files
|
||||
var/card_directory = "strings/tcg"
|
||||
/// List of card files to load
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
SUBSYSTEM_DEF(tgui)
|
||||
name = "tgui"
|
||||
wait = 9
|
||||
flags = SS_NO_INIT
|
||||
ss_flags = SS_NO_INIT
|
||||
priority = FIRE_PRIORITY_TGUI
|
||||
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(throwing)
|
||||
name = "Throwing"
|
||||
priority = FIRE_PRIORITY_THROWING
|
||||
wait = 1
|
||||
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
|
||||
ss_flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
var/list/currentrun
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
SUBSYSTEM_DEF(ticker)
|
||||
name = "Ticker"
|
||||
priority = FIRE_PRIORITY_TICKER
|
||||
flags = SS_KEEP_TIMING
|
||||
ss_flags = SS_KEEP_TIMING
|
||||
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
/// state of current round (used by process()) Use the defines GAME_STATE_* !
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user