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* looks like it works * move to PREFTOGGLE_3 and add sneaky do_after * linter * param doc and some cleanup * autodoc and comment signal * fix wrong type in link_processing * fix wrong var in preferences * cover do_mob and do_after_once * fix toggles total * replace indent with space * offset and helpers procs * fix conditional statement * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> * Update code/__HELPERS/mob_helpers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> * use SECONDS * Update code/game/objects/items/weapons/weaponry.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> --------- Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
167 lines
5.8 KiB
Plaintext
167 lines
5.8 KiB
Plaintext
//Timing subsystem
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//Don't run if there is an identical unique timer active
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//if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, and returns the id of the existing timer
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#define TIMER_UNIQUE (1<<0)
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//For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE (1<<1)
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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 (1<<2)
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//Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE (1<<3)
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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 (1<<4)
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//Loops the timer repeatedly until qdeleted
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//In most cases you want a subsystem instead
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#define TIMER_LOOP (1<<5)
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///Delete the timer on parent datum Destroy() and when deltimer'd
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#define TIMER_DELETE_ME (1<<6)
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#define TIMER_ID_NULL -1
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//For servers that can't do with any additional lag, set this to none in flightpacks.dm in subsystem/processing.
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#define FLIGHTSUIT_PROCESSING_NONE 0
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#define FLIGHTSUIT_PROCESSING_FULL 1
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 2 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 1 //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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// 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_PROFILER 101
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#define INIT_ORDER_QUEUE 100 // Load this quickly so people cant queue skip
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#define INIT_ORDER_TITLE 99 // Load this quickly so people dont see a blank lobby screen
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#define INIT_ORDER_GARBAGE 25
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#define INIT_ORDER_DBCORE 24
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#define INIT_ORDER_REDIS 23 // Make sure we dont miss any events
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#define INIT_ORDER_BLACKBOX 22
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#define INIT_ORDER_CLEANUP 21
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#define INIT_ORDER_INPUT 20
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#define INIT_ORDER_SOUNDS 19
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#define INIT_ORDER_INSTRUMENTS 18
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#define INIT_ORDER_RESEARCH 17 // SoonTM
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#define INIT_ORDER_VIS 16
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#define INIT_ORDER_STATION 15 //This is high priority because it manipulates a lot of the subsystems that will initialize after it.
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#define INIT_ORDER_EVENTS 14
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#define INIT_ORDER_JOBS 13
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#define INIT_ORDER_AI_MOVEMENT 12
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#define INIT_ORDER_AI_CONTROLLERS 11
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#define INIT_ORDER_TICKER 10
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#define INIT_ORDER_MAPPING 9
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#define INIT_ORDER_EARLY_ASSETS 8
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#define INIT_ORDER_ATOMS 7
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#define INIT_ORDER_MACHINES 5
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#define INIT_ORDER_HOLIDAY 4
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#define INIT_ORDER_IDLENPCS 3
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#define INIT_ORDER_MOBS 2
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#define INIT_ORDER_TIMER 1
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_SUN -2
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#define INIT_ORDER_ASSETS -4
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#define INIT_ORDER_ICON_SMOOTHING -5
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_ECONOMY -7
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#define INIT_ORDER_TICKETS -10
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#define INIT_ORDER_LIGHTING -20
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#define INIT_ORDER_SHUTTLE -21
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#define INIT_ORDER_NIGHTSHIFT -22
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#define INIT_ORDER_LATE_MAPPING -40
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#define INIT_ORDER_PATH -50
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#define INIT_ORDER_PERSISTENCE -95
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#define INIT_ORDER_STATPANELS -98
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#define INIT_ORDER_CHAT -100 // Should be last to ensure chat remains smooth during init.
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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_PING 10
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#define FIRE_PRIORITY_NIGHTSHIFT 10
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#define FIRE_PRIORITY_IDLE_NPC 10
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#define FIRE_PRIORITY_CLEANUP 10
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#define FIRE_PRIORITY_TICKETS 10
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#define FIRE_PRIORITY_RESEARCH 10 // SoonTM
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#define FIRE_PRIORITY_AMBIENCE 10
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#define FIRE_PRIORITY_VIS 10
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_AIR 20
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#define FIRE_PRIORITY_NPC 20
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#define FIRE_PRIORITY_CAMERA 20
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#define FIRE_PRIORITY_NPC_MOVEMENT 21
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#define FIRE_PRIORITY_NPC_ACTIONS 22
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#define FIRE_PRIORITY_PATHFINDING 23
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#define FIRE_PRIORITY_PROCESS 25
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#define FIRE_PRIORITY_THROWING 25
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#define FIRE_PRIORITY_SPACEDRIFT 30
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#define FIRE_PRIORITY_FIELDS 30
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#define FIRE_PRIORITY_SMOOTHING 35
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_ACID 40
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#define FIRE_PRIORITY_BURNING 40
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_PARALLAX 65
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_TICKER 200
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#define FIRE_PRIORITY_STATPANEL 390
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_RUNECHAT 410 // I hate how high the fire priority on this is -aa
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_DELAYED_VERBS 950
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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// SS runlevels
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#define RUNLEVEL_INIT 0
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#define RUNLEVEL_LOBBY (1<<0)
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#define RUNLEVEL_SETUP (1<<1)
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#define RUNLEVEL_GAME (1<<2)
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#define RUNLEVEL_POSTGAME (1<<3)
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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// This do{} WHILE(FALSE) syntax may look stupid, but it speeds things up because BYOND memes
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#define COMPILE_OVERLAYS(A)\
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do { \
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var/list/ad = A.add_overlays;\
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var/list/rm = A.remove_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(rm)){\
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A.overlays -= rm;\
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rm.Cut();\
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}\
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if(LAZYLEN(ad)){\
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A.overlays |= ad;\
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ad.Cut();\
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}\
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if(LAZYLEN(po)){\
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A.overlays |= po;\
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}\
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A.flags_2 &= ~OVERLAY_QUEUED_2;\
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} while(FALSE)
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// SS CPU display category flags
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#define SS_CPUDISPLAY_LOW 1
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#define SS_CPUDISPLAY_DEFAULT 2
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#define SS_CPUDISPLAY_HIGH 3
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