Changes order of processing

- Machinery is now processed before powernets, using data from previous tick. This fixes various UI issues with power related machinery, such as, SMES always showing output load of 100%. Otherwise has no changing effect on gameplay.
This commit is contained in:
Atlantiscze
2015-05-13 06:06:08 +02:00
parent 165de0ad0e
commit 616e9c773f

View File

@@ -14,20 +14,6 @@
machines = dd_sortedObjectList(machines)
/datum/controller/process/machinery/proc/internal_process()
for(var/datum/powernet/powerNetwork in powernets)
if(istype(powerNetwork) && !powerNetwork.disposed)
powerNetwork.reset()
scheck()
continue
powernets.Remove(powerNetwork)
// Currently only used by powersinks. These items get priority processed before machinery
for(var/obj/item/I in processing_power_items)
if(!I.pwr_drain()) // 0 = Process Kill, remove from processing list.
processing_power_items.Remove(I)
scheck()
for(var/obj/machinery/M in machines)
if(M && !M.gcDestroyed)
#ifdef PROFILE_MACHINES
@@ -53,6 +39,20 @@
scheck()
for(var/datum/powernet/powerNetwork in powernets)
if(istype(powerNetwork) && !powerNetwork.disposed)
powerNetwork.reset()
scheck()
continue
powernets.Remove(powerNetwork)
// Currently only used by powersinks. These items get priority processed before machinery
for(var/obj/item/I in processing_power_items)
if(!I.pwr_drain()) // 0 = Process Kill, remove from processing list.
processing_power_items.Remove(I)
scheck()
/datum/controller/process/machinery/getStatName()
return ..()+"([machines.len])"