Workaround BYOND bug by switching floor decals from turf overlays to a magic overlay object.

* New atom to hold a turf's decal overlays instead of the turf itself.
* Change floor_decal initialization to use it instead, and change other decal/overlay interaction procs to use it instead.
* Add floor decal initialization to master controller to do them in one fel swoop instead of nickel and diming.
* Stop area init from updating open space turfs; let the open space controller do it.
This commit is contained in:
Leshana
2017-05-18 19:11:51 -04:00
parent 48eb4a0a49
commit a8c9bb786a
6 changed files with 126 additions and 51 deletions

View File

@@ -57,16 +57,31 @@ datum/controller/game_controller/proc/setup_objects()
//Set up spawn points.
populate_spawn_points()
admin_notice("<span class='danger'>Initializing Floor Decals</span>", R_DEBUG)
var/list/turfs_with_decals = list()
for(var/obj/effect/floor_decal/D in world)
var/T = D.add_to_turf_decals()
if(T) turfs_with_decals |= T
CHECK_SLEEP_MASTER
for(var/item in turfs_with_decals)
var/turf/T = item
if(T.decals) T.apply_decals()
CHECK_SLEEP_MASTER
floor_decals_initialized = TRUE
sleep(1)
admin_notice("<span class='danger'>Initializing objects</span>", R_DEBUG)
for(var/obj/object in world)
if(isnull(object.gcDestroyed))
object.initialize()
CHECK_SLEEP_MASTER
sleep(1)
admin_notice("<span class='danger'>Initializing areas</span>", R_DEBUG)
for(var/area/area in all_areas)
area.initialize()
CHECK_SLEEP_MASTER
sleep(1)
admin_notice("<span class='danger'>Initializing pipe networks</span>", R_DEBUG)
for(var/obj/machinery/atmospherics/machine in machines)