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7754938c72
## About The Pull Request Empy lists. There are a lot of 'em. <img width="981" height="512" alt="image" src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e" /> Going through ways to reduce memory I found a few easy ones here. Wires, the edible component, the seethrough component. None of these are really a concern when it comes to needing lists in memory for performance reasons. Wires aren't going to be cut most of the time for each door. A lot of food does not have any junkiness. Seethrough component lies dormant most of the round. Etc. Making lists lazy in these cases should be a no brainer. Everything I tested still seems to work exactly the same. ## Why It's Good For The Game Frees memory that is just taking up space a lot of the time. ## Changelog Not player-facing, this is all under-the-hood stuff.
28 lines
661 B
Plaintext
28 lines
661 B
Plaintext
/datum/job/recovered_crew
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policy_override = "Recovered Crew"
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faction = FACTION_STATION
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/datum/job/recovered_crew/doctor
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title = JOB_LOSTCREW_MEDICAL
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supervisors = SUPERVISOR_CMO
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/datum/job/recovered_crew/engineer
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title = JOB_LOSTCREW_ENGINEER
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supervisors = SUPERVISOR_CE
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/datum/job/recovered_crew/security
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title = JOB_LOSTCREW_SECURITY
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supervisors = SUPERVISOR_HOS
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/datum/job/recovered_crew/cargo
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title = JOB_LOSTCREW_CARGO
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supervisors = SUPERVISOR_QM
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/datum/job/recovered_crew/scientist
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title = JOB_LOSTCREW_SCIENCE
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supervisors = SUPERVISOR_RD
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/datum/job/recovered_crew/civillian
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title = JOB_LOSTCREW_CIVILLIAN
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supervisors = SUPERVISOR_HOP
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