SUBSYSTEM_DEF(spacedrift) name = "Space Drift" priority = FIRE_PRIORITY_SPACEDRIFT wait = 5 flags = SS_NO_INIT|SS_KEEP_TIMING runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME var/list/currentrun = list() var/list/processing = list() /datum/controller/subsystem/spacedrift/stat_entry(msg) msg = "P:[length(processing)]" return ..() /datum/controller/subsystem/spacedrift/fire(resumed = 0) if (!resumed) src.currentrun = processing.Copy() //cache for sanic speed (lists are references anyways) var/list/currentrun = src.currentrun while (currentrun.len) var/atom/movable/AM = currentrun[currentrun.len] currentrun.len-- if (!AM) processing -= AM if (MC_TICK_CHECK) return continue if (AM.inertia_next_move > world.time) if (MC_TICK_CHECK) return continue if (!AM.loc || AM.loc != AM.inertia_last_loc || AM.Process_Spacemove(0)) AM.inertia_dir = 0 if (!AM.inertia_dir) AM.inertia_last_loc = null processing -= AM if (MC_TICK_CHECK) return continue var/old_dir = AM.dir var/old_loc = AM.loc AM.inertia_moving = TRUE step(AM, AM.inertia_dir) AM.inertia_moving = FALSE AM.inertia_next_move = world.time + AM.inertia_move_delay if (AM.loc == old_loc) AM.inertia_dir = 0 AM.setDir(old_dir) AM.inertia_last_loc = AM.loc if (MC_TICK_CHECK) return