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* Moves spawners and decals to a different init/delete scheme Rather then fully creating and then immediately deleting these things, we instead do the bare minimum. This is faster, if in theory more fragile. We should be safe since any errors should be caught in compile since this is very close to a "static" action. It does mean these atoms cannot use signals, etc. * Potentially saves init time, mostly cleans up a silly pattern We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't block a space reservation, but this by nature consumes up to the threshold and a bit more of whatever working block we were in. This is silly. Should just be a subsystem, so I made it one, with support for awaiting its finish if you want to * Optimizes garbage/proc/Queue slightly Queue takes about 1.6 seconds to process 26k items right now. The MASSIVE majority of this time is spent on using \ref This is because \ref returns a string, and that string requires being inserted into the global cache of strings we store What I'm doing is caching the result of ANY \ref on the datum it's applied to. This ensures previous uses will never decay from the string tree. This saves about 0.2 seconds of init
121 lines
2.8 KiB
Plaintext
121 lines
2.8 KiB
Plaintext
//The effect when you wrap a dead body in gift wrap
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "strangepresent"
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density = TRUE
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anchored = FALSE
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/obj/effect/beam
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name = "beam"
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/beam/singularity_act()
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return
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/obj/effect/beam/singularity_pull()
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return
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/obj/effect/spawner
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name = "object spawner"
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// Brief explanation:
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// Rather then setting up and then deleting spawners, we block all atomlike setup
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// and do the absolute bare minimum
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// This is with the intent of optimizing mapload
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/obj/effect/spawner/Initialize(mapload)
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SHOULD_CALL_PARENT(FALSE)
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if(flags_1 & INITIALIZED_1)
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stack_trace("Warning: [src]([type]) initialized multiple times!")
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flags_1 |= INITIALIZED_1
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return INITIALIZE_HINT_QDEL
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/obj/effect/spawner/Destroy(force)
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SHOULD_CALL_PARENT(FALSE)
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moveToNullspace()
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return QDEL_HINT_QUEUE
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list()
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/obj/effect/overlay/thermite
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name = "thermite"
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desc = "Looks hot."
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icon = 'icons/effects/fire.dmi'
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icon_state = "2" //what?
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anchored = TRUE
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opacity = TRUE
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density = TRUE
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layer = FLY_LAYER
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plane = ABOVE_GAME_PLANE
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//Makes a tile fully lit no matter what
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/obj/effect/fullbright
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icon = 'icons/effects/alphacolors.dmi'
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icon_state = "white"
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plane = LIGHTING_PLANE
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blend_mode = BLEND_ADD
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luminosity = 1
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/obj/effect/abstract/marker
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name = "marker"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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icon_state = "wave3"
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layer = RIPPLE_LAYER
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plane = ABOVE_GAME_PLANE
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/obj/effect/abstract/marker/Initialize(mapload)
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. = ..()
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GLOB.all_abstract_markers += src
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/obj/effect/abstract/marker/Destroy()
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GLOB.all_abstract_markers -= src
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. = ..()
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/obj/effect/abstract/marker/at
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name = "active turf marker"
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/obj/effect/abstract/marker/intercom
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name = "intercom range marker"
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color = COLOR_YELLOW
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/obj/effect/dummy/lighting_obj
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name = "lighting fx obj"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_system = MOVABLE_LIGHT
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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light_color = COLOR_WHITE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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blocks_emissive = NONE
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/obj/effect/dummy/lighting_obj/Initialize(mapload, _range, _power, _color, _duration)
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. = ..()
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if(!isnull(_range))
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set_light_range(_range)
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if(!isnull(_power))
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set_light_power(_power)
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if(!isnull(_color))
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set_light_color(_color)
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if(_duration)
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QDEL_IN(src, _duration)
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/obj/effect/dummy/lighting_obj/moblight
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name = "mob lighting fx"
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/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
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. = ..()
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if(!ismob(loc))
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return INITIALIZE_HINT_QDEL
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