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https://github.com/CHOMPstation/CHOMPstation.git
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56bb1c46ec
Running its init as part of proper init sequence lets us time it properly. Plus its nicer than the hacky override of the old master controller.
65 lines
2.4 KiB
Plaintext
65 lines
2.4 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_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_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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