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https://github.com/CHOMPStation2/CHOMPStation2.git
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# Conflicts: # code/__defines/holomap.dm # code/__defines/mobs.dm # code/_helpers/icons.dm # code/_helpers/unsorted.dm # code/_onclick/hud/hud.dm # code/_onclick/item_attack.dm # code/controllers/Processes/supply.dm # code/controllers/subsystems/planets.dm # code/datums/supplypacks/munitions.dm # code/datums/supplypacks/science.dm # code/datums/supplypacks/security.dm # code/datums/supplypacks/supply.dm # code/game/area/Space Station 13 areas.dm # code/game/atoms_movable.dm # code/game/machinery/autolathe.dm # code/game/machinery/doors/door.dm # code/game/machinery/jukebox.dm # code/game/machinery/recharger.dm # code/game/machinery/vending.dm # code/game/mecha/equipment/tools/medical_tools.dm # code/game/mecha/equipment/weapons/weapons.dm # code/game/objects/items/devices/PDA/PDA.dm # code/game/objects/items/devices/megaphone.dm # code/game/objects/items/poi_items.dm # code/game/objects/items/weapons/implants/implantlanguage.dm # code/game/objects/items/weapons/storage/firstaid.dm # code/game/objects/items/weapons/tools/weldingtool.dm # code/game/objects/structures/flora/trees.dm # code/game/objects/structures/plasticflaps.dm # code/game/supplyshuttle.dm # code/game/turfs/simulated/wall_attacks.dm # code/modules/admin/admin_verbs.dm # code/modules/assembly/infrared.dm # code/modules/client/client procs.dm # code/modules/client/preference_setup/loadout/loadout_utility.dm # code/modules/client/preferences.dm # code/modules/clothing/suits/miscellaneous.dm # code/modules/holomap/holomap_datum.dm # code/modules/holomap/station_holomap.dm # code/modules/integrated_electronics/core/printer.dm # code/modules/mining/machine_processing.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/species/virtual_reality/avatar.dm # code/modules/mob/living/death.dm # code/modules/mob/living/silicon/ai/ai.dm # code/modules/mob/living/silicon/pai/pai.dm # code/modules/mob/living/silicon/robot/robot.dm # code/modules/mob/living/simple_animal/animals/parrot.dm # code/modules/mob/mob_movement.dm # code/modules/organs/organ_external.dm # code/modules/organs/organ_icon.dm # code/modules/organs/subtypes/standard.dm # code/modules/planet/weather.dm # code/modules/power/cable.dm # code/modules/power/fusion/core/core_control.dm # code/modules/power/fusion/fuel_assembly/fuel_control.dm # code/modules/power/fusion/gyrotron/gyrotron_control.dm # code/modules/projectiles/gun.dm # code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm # config/names/first_name_skrell.txt # config/names/last_name_skrell.txt # icons/mob/head.dmi # icons/mob/robots.dmi # icons/mob/species/tajaran/helmet.dmi # icons/obj/ammo.dmi # icons/obj/gun.dmi # icons/obj/mining.dmi # icons/obj/projectiles.dmi # icons/obj/rig_modules.dmi # icons/obj/surgery.dmi # icons/turf/walls.dmi # maps/southern_cross/southern_cross-1.dmm # maps/southern_cross/southern_cross-3.dmm # maps/southern_cross/southern_cross-6.dmm # maps/southern_cross/southern_cross-8.dmm # maps/submaps/surface_submaps/mountains/backup/IceCave1.dmm # maps/submaps/surface_submaps/mountains/backup/IceCave1A.dmm # maps/submaps/surface_submaps/mountains/backup/IceCave1B.dmm # maps/submaps/surface_submaps/mountains/backup/IceCave1C.dmm # maps/submaps/surface_submaps/mountains/crashedcontainmentshuttle.dmm # maps/submaps/surface_submaps/mountains/deadspy.dmm # maps/submaps/surface_submaps/mountains/mountains_areas.dm # maps/submaps/surface_submaps/plains/Thiefc.dmm # maps/~map_system/maps.dm # vorestation.dme
99 lines
3.8 KiB
Plaintext
99 lines
3.8 KiB
Plaintext
//Timing subsystem
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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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#define TIMER_NO_INVOKE_WARNING 600 //number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
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#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
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#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
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#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
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//type and all subtypes should always call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!initialized) {\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, args);\
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}\
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}
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// SS runlevels
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#define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
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#define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails.
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#define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup()
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#define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running.
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#define RUNLEVEL_POSTGAME 8 // When round completes but before reboot
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
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#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
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// Subsystem init_order, from highest priority to lowest priority
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// Subsystems shutdown in the reverse of the order they initialize in
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// The numbers just define the ordering, they are meaningless otherwise.
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#define INIT_ORDER_MAPPING 20 // VOREStation Edit
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#define INIT_ORDER_DECALS 16
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#define INIT_ORDER_ATOMS 15
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#define INIT_ORDER_MACHINES 10
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#define INIT_ORDER_SHUTTLES 3
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_LIGHTING 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_PLANETS -4
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#define INIT_ORDER_HOLOMAPS -5
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_XENOARCH -20
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#define INIT_ORDER_CIRCUIT -21
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_SHUTTLES 5
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#define FIRE_PRIORITY_ORBIT 8
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_AIRFLOW 30
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#define FIRE_PRIORITY_AIR 35
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_PLANETS 75
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_OVERLAYS 500
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// Macro defining the actual code applying our overlays lists to the BYOND overlays list. (I guess a macro for speed)
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// TODO - I don't really like the location of this macro define. Consider it. ~Leshana
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#define COMPILE_OVERLAYS(A)\
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if (TRUE) {\
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var/list/oo = A.our_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(po)){\
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if(LAZYLEN(oo)){\
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A.overlays = oo + po;\
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}\
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else{\
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A.overlays = po;\
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}\
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}\
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else if(LAZYLEN(oo)){\
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A.overlays = oo;\
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}\
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else{\
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A.overlays.Cut();\
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}\
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A.flags &= ~OVERLAY_QUEUED;\
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}
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