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# Conflicts: # README.md # code/game/jobs/job/job.dm # code/modules/client/preference_setup/loadout/loadout_utility.dm # code/modules/mob/living/carbon/human/examine.dm # code/modules/mob/living/carbon/human/npcs.dm # code/modules/mob/living/carbon/human/species/station/prometheans.dm # html/changelogs/.all_changelog.yml # maps/RandomZLevels/Academy.dmm # maps/RandomZLevels/beach.dmm # maps/RandomZLevels/blackmarketpackers.dmm # maps/RandomZLevels/challenge.dmm # maps/RandomZLevels/example.dmm # maps/RandomZLevels/jungle.dmm # maps/RandomZLevels/listeningpost.dmm # maps/RandomZLevels/spacebattle.dmm # maps/RandomZLevels/stationCollision.dmm # maps/RandomZLevels/wildwest.dmm # maps/RandomZLevels/zresearchlabs.dmm # maps/northern_star/polaris-1.dmm # 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-7.dmm # maps/submaps/surface_submaps/mountains/CrashedMedShuttle1.dmm # maps/submaps/surface_submaps/plains/Boathouse.dmm # maps/submaps/surface_submaps/wilderness/Blackshuttledown.dmm # maps/submaps/surface_submaps/wilderness/Boombase.dmm # maps/submaps/surface_submaps/wilderness/DJOutpost1.dmm # maps/submaps/surface_submaps/wilderness/DecoupledEngine.dmm # maps/submaps/surface_submaps/wilderness/Drugden.dmm # maps/submaps/surface_submaps/wilderness/Rockybase.dmm # maps/submaps/surface_submaps/wilderness/Shack1.dmm # maps/virgo/virgo-6.dmm # vorestation.dme
72 lines
2.7 KiB
Plaintext
72 lines
2.7 KiB
Plaintext
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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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// 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_HOLOMAPS -5
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_XENOARCH -20
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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_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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