Revert "Merge pull request #33537 from ninjanomnom/priority-defines" (#34528)

This reverts commit 0244b61886, reversing
changes made to 5d07df08ea.
This commit is contained in:
Kyle Spier-Swenson
2018-01-16 20:04:35 -05:00
committed by ShizCalev
parent 1b4a3f6e7d
commit fa136e71f4
28 changed files with 28 additions and 60 deletions
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(acid)
name = "Acid"
priority = FIRE_PRIORITY_ACID
priority = 40
flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -9,7 +9,7 @@
SUBSYSTEM_DEF(air)
name = "Atmospherics"
init_order = INIT_ORDER_AIR
priority = FIRE_PRIORITY_AIR
priority = 20
wait = 5
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(fire_burning)
name = "Fire Burning"
priority = FIRE_PRIOTITY_BURNING
priority = 40
flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(garbage)
name = "Garbage"
priority = FIRE_PRIORITY_GARBAGE
priority = 15
wait = 2 SECONDS
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
+1 -1
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(icon_smooth)
name = "Icon Smoothing"
init_order = INIT_ORDER_ICON_SMOOTHING
wait = 1
priority = FIRE_PRIOTITY_SMOOTHING
priority = 35
flags = SS_TICKER
var/list/smooth_queue = list()
+1 -1
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@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(idlenpcpool)
name = "Idling NPC Pool"
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
priority = FIRE_PRIORITY_IDLE_NPC
priority = 10
wait = 60
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(inbounds)
name = "Inbounds"
priority = FIRE_PRIORITY_INBOUNDS
priority = 40
flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME
+2 -2
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@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(input)
wait = 1 //SS_TICKER means this runs every tick
init_order = INIT_ORDER_INPUT
flags = SS_TICKER
priority = FIRE_PRIORITY_INPUT
priority = 1000
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
var/list/macro_sets
@@ -23,7 +23,7 @@ SUBSYSTEM_DEF(input)
// This is for when macro sets are eventualy datumized
/datum/controller/subsystem/input/proc/setup_default_macro_sets()
var/list/static/default_macro_sets
if(default_macro_sets)
macro_sets = default_macro_sets
return
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(mobs)
name = "Mobs"
priority = FIRE_PRIORITY_MOBS
priority = 100
flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -6,7 +6,7 @@
SUBSYSTEM_DEF(npcpool)
name = "NPC Pool"
flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
priority = FIRE_PRIORITY_NPC
priority = 20
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/canBeUsed = list()
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(orbit)
name = "Orbits"
priority = FIRE_PRIORITY_ORBIT
priority = 35
wait = 2
flags = SS_NO_INIT|SS_TICKER
+1 -1
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(overlays)
name = "Overlay"
flags = SS_TICKER
wait = 1
priority = FIRE_PRIORITY_OVERLAYS
priority = 500
init_order = INIT_ORDER_OVERLAY
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_SETUP
+1 -1
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(parallax)
name = "Parallax"
wait = 2
flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
priority = FIRE_PRIORITY_PARALLAX
priority = 65
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(fields)
name = "Fields"
wait = 2
priority = FIRE_PRIORUTY_FIELDS
priority = 40
flags = SS_KEEP_TIMING | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(flightpacks)
name = "Flightpack Movement"
priority = FIRE_PRIORITY_FLIGHTPACKS
priority = 30
wait = 2
stat_tag = "FM"
flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(networks)
name = "Networks"
priority = FIRE_PRIORITY_NETWORKS
priority = 80
wait = 1
stat_tag = "NET"
flags = SS_KEEP_TIMING
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(obj)
name = "Objects"
priority = FIRE_PRIORITY_OBJ
priority = 40
flags = SS_NO_INIT
var/list/processing = list()
@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(processing)
name = "Processing"
priority = FIRE_PRIORITY_PROCESS
priority = 25
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
wait = 10
@@ -1,5 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(projectiles)
name = "Projectiles"
priority = 25
wait = 1
stat_tag = "PP"
flags = SS_NO_INIT|SS_TICKER
+1
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@@ -1,6 +1,7 @@
PROCESSING_SUBSYSTEM_DEF(radiation)
name = "Radiation"
flags = SS_NO_INIT | SS_BACKGROUND
priority = 25
var/list/warned_atoms = list()
+1 -1
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@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(research)
name = "Research"
flags = SS_KEEP_TIMING
priority = FIRE_PRIORITY_RESEARCH
priority = 15 //My powergame is priority.
wait = 10
init_order = INIT_ORDER_RESEARCH
var/list/invalid_design_ids = list() //associative id = number of times
+1 -1
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@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(server_maint)
name = "Server Tasks"
wait = 6
flags = SS_POST_FIRE_TIMING
priority = FIRE_PRIORITY_SERVER_MAINT
priority = 10
init_order = INIT_ORDER_SERVER_MAINT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(spacedrift)
name = "Space Drift"
priority = FIRE_PRIORITY_SPACEDRIFT
priority = 30
wait = 5
flags = SS_NO_INIT|SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(tgui)
name = "tgui"
wait = 9
flags = SS_NO_INIT
priority = FIRE_PRIORITY_TGUI
priority = 110
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun = list()
+1 -1
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@@ -3,7 +3,7 @@
SUBSYSTEM_DEF(throwing)
name = "Throwing"
priority = FIRE_PRIORITY_THROWING
priority = 25
wait = 1
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(ticker)
name = "Ticker"
init_order = INIT_ORDER_TICKER
priority = FIRE_PRIORITY_TICKER
priority = 200
flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME