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* Move the global spawning_turfs lists from master_controller into SSxenoarch. Rename all references. * Move the call to SetupXenoarch from master_controller.setup() to SSxenoarch.Initialize() Put SSxenoarch init order near the end to match current behavior.
33 lines
1.6 KiB
Plaintext
33 lines
1.6 KiB
Plaintext
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 2 //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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// SS runlevels
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#define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
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#define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails.
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#define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup()
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#define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running.
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#define RUNLEVEL_POSTGAME 8 // When round completes but before reboot
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
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#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
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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_DECALS 16
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#define INIT_ORDER_ATOMS 15
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#define INIT_ORDER_MACHINES 10
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#define INIT_ORDER_SHUTTLES 3
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#define INIT_ORDER_LIGHTING 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_XENOARCH -20
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