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Revert "Ports Baystation Timer Subsystem"
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@@ -1,5 +1,4 @@
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#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
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#define GAME_STATE 2 ** (Master.current_runlevel - 1)
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#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
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#define MC_SPLIT_TICK \
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@@ -56,30 +55,6 @@
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/// This flag overrides SS_KEEP_TIMING
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#define SS_POST_FIRE_TIMING 64
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// -- SStimer stuff --
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//Don't run if there is an identical unique timer active
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#define TIMER_UNIQUE 0x1
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//For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE 0x2
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//Timing should be based on how timing progresses on clients, not the sever.
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// tracking this is more expensive,
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// should only be used in conjuction with things that have to progress client side, such as animate() or sound()
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#define TIMER_CLIENT_TIME 0x4
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//Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE 0x8
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//To be used with TIMER_UNIQUE
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//prevents distinguishing identical timers with the wait variable
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#define TIMER_NO_HASH_WAIT 0x10
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//number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something
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#define TIMER_NO_INVOKE_WARNING 600
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#define TIMER_ID_NULL -1
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//! SUBSYSTEM STATES
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#define SS_IDLE 0 /// aint doing shit.
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#define SS_QUEUED 1 /// queued to run
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