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## About The Pull Request Changes human name to update whenever anything that could result in their visible name changing occurs, such as changing IDs, equipping gasmasks, picking potted plants, etc. Currently name updates occur every ``Life()`` tick and in a few "special" cases, which causes a lot of name changes from sources such as equipment to not apply until the mob ticks, and makes us waste a tiiiny bit of CPU time on name updates. I've also slighly cleaned up human /Life() and made species' ``spec_life()`` not run when the mob is dead, as it was causing certain unintended interactions, such as slimepeople regenerating blood while dead. ## Why It's Good For The Game Microoptimization, ensures that correct names are always used (in case something could update their name but the mob hasn't ticked yet), plus its just a cleaner implementation
Networks: Subsystems that are conceptually networked IN-GAME
Specifically, these subsystems are for in-game mechanics that are intended to rely on a digital/radio/physical network, such as telecomms servers or the powernet
The intent of this folder categorization is to be able to quickly reference what are intended to be in-game networks, vs what is logically networked inside the code.
Knowing what is meant to be conceptually working off of an in-game network serves as guidance for adding or modifying features or fixing oversights and/or bugs.
For instance, the radio jammer only affecting headsets and suit sensors could benefit from a shorthand awareness of other systems that are represented as a network, such as research. Using the radio jammer near a server or fabricator could cause it to sever its link to the supply silo or the research web. This example is presented only as such, and not a recommendation on any new features or balance changes.