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-Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds. -Changed some for(blah in world) loops to use the correct lists. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -17,7 +17,7 @@
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attack_hand(var/mob/user as mob)
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if(..())
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return
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user.machine = src
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user.set_machine(src)
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var/dat = "<html><head><title>[src.name]</title><style>h3 {margin: 0px; padding: 0px;}</style></head><body>"
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if(screen == 0)
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dat += "<h3>Tracking beacons data</h3>"
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