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Merge pull request #10038 from PsiOmegaDelta/150707-HellUniverseOptimizations
Reduced Hell Universe Lag
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@@ -560,23 +560,6 @@ proc/GaussRand(var/sigma)
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proc/GaussRandRound(var/sigma,var/roundto)
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return round(GaussRand(sigma),roundto)
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proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,flick_anim as text,sleeptime = 0,direction as num)
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//This proc throws up either an icon or an animation for a specified amount of time.
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//The variables should be apparent enough.
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var/atom/movable/overlay/animation = new(location)
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if(direction)
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animation.set_dir(direction)
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animation.icon = a_icon
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animation.layer = target:layer+1
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if(a_icon_state)
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animation.icon_state = a_icon_state
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else
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animation.icon_state = "blank"
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animation.master = target
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flick(flick_anim, animation)
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sleep(max(sleeptime, 15))
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qdel(animation)
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//Will return the contents of an atom recursivly to a depth of 'searchDepth'
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/atom/proc/GetAllContents(searchDepth = 5)
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var/list/toReturn = list()
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@@ -63,19 +63,10 @@
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..()
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/obj/machinery/door/cultify()
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icon_state = "null"
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density = 0
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c_animation = new /atom/movable/overlay(src.loc)
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c_animation.name = "cultification"
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c_animation.density = 0
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c_animation.anchored = 1
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c_animation.icon = 'icons/effects/effects.dmi'
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c_animation.layer = 5
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c_animation.master = src.loc
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c_animation.icon_state = "breakdoor"
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flick("cultification",c_animation)
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spawn(10)
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qdel(c_animation)
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if(invisibility != INVISIBILITY_MAXIMUM)
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invisibility = INVISIBILITY_MAXIMUM
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density = 0
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anim(target = src, a_icon = 'icons/effects/effects.dmi', a_icon_state = "breakdoor", sleeptime = 10)
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qdel(src)
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/obj/machinery/door/firedoor/cultify()
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@@ -19,3 +19,24 @@
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if(c_animation)
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qdel(c_animation)
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c_animation = null
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proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,flick_anim as text,sleeptime = 0,direction as num)
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//This proc throws up either an icon or an animation for a specified amount of time.
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//The variables should be apparent enough.
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if(!location && target)
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location = get_turf(target)
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if(location && !target)
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target = location
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var/atom/movable/overlay/animation = PoolOrNew(/atom/movable/overlay, location)
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if(direction)
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animation.set_dir(direction)
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animation.icon = a_icon
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animation.layer = target:layer+1
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if(a_icon_state)
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animation.icon_state = a_icon_state
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else
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animation.icon_state = "blank"
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animation.master = target
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flick(flick_anim, animation)
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spawn(max(sleeptime, 15))
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qdel(animation)
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@@ -212,6 +212,7 @@
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/mob/living/simple_animal/hostile/proc/check_horde()
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return 0
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if(emergency_shuttle.shuttle.location)
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if(!enroute && !target_mob) //The shuttle docked, all monsters rush for the escape hallway
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if(!shuttletarget && escape_list.len) //Make sure we didn't already assign it a target, and that there are targets to pick
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