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Merge pull request #1248 from ArchieBeepBoop/freeperformance
Lighting Performance Changes
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@@ -6,7 +6,6 @@ SUBSYSTEM_DEF(lighting)
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name = "Lighting"
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wait = 2
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init_order = INIT_ORDER_LIGHTING
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flags = SS_TICKER
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var/static/list/sources_queue = list() // List of lighting sources queued for update.
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var/static/list/corners_queue = list() // List of lighting corners queued for update.
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var/static/list/objects_queue = list() // List of lighting objects queued for update.
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@@ -88,4 +87,4 @@ SUBSYSTEM_DEF(lighting)
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/datum/controller/subsystem/lighting/Recover()
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initialized = SSlighting.initialized
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..()
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..()
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@@ -1,25 +1 @@
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PROCESSING_SUBSYSTEM_DEF(flightpacks)
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name = "Flightpack Movement"
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priority = FIRE_PRIORITY_FLIGHTPACKS
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wait = 2
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stat_tag = "FM"
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flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
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var/flightsuit_processing = FLIGHTSUIT_PROCESSING_FULL
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/datum/controller/subsystem/processing/flightpacks/Initialize()
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sync_flightsuit_processing()
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/datum/controller/subsystem/processing/flightpacks/vv_edit_var(var_name, var_value)
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..()
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switch(var_name)
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if("flightsuit_processing")
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sync_flightsuit_processing()
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/datum/controller/subsystem/processing/flightpacks/proc/sync_flightsuit_processing()
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for(var/obj/item/flightpack/FP in processing)
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FP.sync_processing(src)
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if(flightsuit_processing == FLIGHTSUIT_PROCESSING_NONE) //Don't even bother firing.
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can_fire = FALSE
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else
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can_fire = TRUE
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//Dead subsystem is dead
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@@ -5,7 +5,7 @@
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icon = LIGHTING_ICON
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icon_state = "transparent"
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color = LIGHTING_BASE_MATRIX
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color = null //we manually set color in init instead
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plane = LIGHTING_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = LIGHTING_LAYER
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@@ -17,6 +17,9 @@
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/atom/movable/lighting_object/Initialize(mapload)
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. = ..()
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verbs.Cut()
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//We avoid setting this in the base as if we do then the parent atom handling will add_atom_color it and that
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//is totally unsuitable for this object, as we are always changing its colour manually
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color = LIGHTING_BASE_MATRIX
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myturf = loc
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if (myturf.lighting_object)
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