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* Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) * [PR for MIRROR PR] Changes for 16248 (#16277) * Merge skyrat changes, update SR SS's, and remove lobby_eye * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/autotransfer/code/autotransfer.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * restore lobby_cam for now Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
25 lines
780 B
Plaintext
25 lines
780 B
Plaintext
/// Initializes any assets that need to be loaded ASAP.
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/// This houses preference menu assets, since they can be loaded at any time,
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/// most dangerously before the atoms SS initializes.
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/// Thus, we want it to fail consistently in CI as if it would've if a player
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/// opened it up early.
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SUBSYSTEM_DEF(early_assets)
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name = "Early Assets"
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init_order = INIT_ORDER_EARLY_ASSETS
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flags = SS_NO_FIRE
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/datum/controller/subsystem/early_assets/Initialize()
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for (var/datum/asset/asset_type as anything in subtypesof(/datum/asset))
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if (initial(asset_type._abstract) == asset_type)
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continue
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if (!initial(asset_type.early))
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continue
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if (!load_asset_datum(asset_type))
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stack_trace("Could not initialize early asset [asset_type]!")
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CHECK_TICK
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return SS_INIT_SUCCESS
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