Files
CHOMPStation2/code/__defines/subsystems.dm
T
Arokha Sieyes 633bc2cc3d Merge branch 'master' of https://github.com/VOREStation/Polaris into aro-sync07062018
# Conflicts:
#	code/__defines/species_languages.dm
#	code/__defines/subsystems.dm
#	code/controllers/Processes/planet.dm
#	code/game/machinery/cloning.dm
#	code/game/machinery/recharger.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/organs/organ_icon.dm
#	code/modules/organs/robolimbs.dm
#	code/modules/paperwork/photography.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/reagents/Chemistry-Recipes.dm
#	html/changelogs/.all_changelog.yml
#	maps/southern_cross/southern_cross-1.dmm
#	vorestation.dme
2018-07-06 17:20:03 -04:00

73 lines
2.7 KiB
Plaintext

#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
// SS runlevels
#define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
#define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails.
#define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup()
#define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running.
#define RUNLEVEL_POSTGAME 8 // When round completes but before reboot
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
// Subsystem init_order, from highest priority to lowest priority
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_MAPPING 20 // VOREStation Edit
#define INIT_ORDER_DECALS 16
#define INIT_ORDER_ATOMS 15
#define INIT_ORDER_MACHINES 10
#define INIT_ORDER_SHUTTLES 3
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_LIGHTING 0
#define INIT_ORDER_AIR -1
#define INIT_ORDER_PLANETS -4
#define INIT_ORDER_OVERLAY -6
#define INIT_ORDER_XENOARCH -20
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
#define FIRE_PRIORITY_SHUTTLES 5
#define FIRE_PRIORITY_ORBIT 8
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_AIRFLOW 30
#define FIRE_PRIORITY_AIR 35
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_OVERLAYS 500
// Macro defining the actual code applying our overlays lists to the BYOND overlays list. (I guess a macro for speed)
// TODO - I don't really like the location of this macro define. Consider it. ~Leshana
#define COMPILE_OVERLAYS(A)\
if (TRUE) {\
var/list/oo = A.our_overlays;\
var/list/po = A.priority_overlays;\
if(LAZYLEN(po)){\
if(LAZYLEN(oo)){\
A.overlays = oo + po;\
}\
else{\
A.overlays = po;\
}\
}\
else if(LAZYLEN(oo)){\
A.overlays = oo;\
}\
else{\
A.overlays.Cut();\
}\
A.flags &= ~OVERLAY_QUEUED;\
}