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-Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds. -Changed some for(blah in world) loops to use the correct lists. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -90,7 +90,8 @@ datum/air_group
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if (next_check > 0)
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next_check--
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return 1
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next_check += check_delay + rand(max(check_delay, 1)/2,check_delay)
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var/player_count = max(player_list.len, 3) / 3
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next_check += check_delay + rand(player_count, player_count * 1.5)
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check_delay++
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var/turf/simulated/list/border_individual = list()
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@@ -304,7 +304,8 @@ turf
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if (next_check > 0)
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next_check--
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return 1
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next_check += check_delay + rand(max(check_delay, 1)/2,check_delay)
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var/player_count = max(player_list.len, 3) / 3
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next_check += check_delay + rand(player_count, player_count * 1.5)
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check_delay++
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var/turf/simulated/list/possible_fire_spreads = list()
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