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