Removes sleeping from the code in more places (#17418)

* Axes unused 'paused' variable from projectile code

* Remove TGUI in scrubber init

Moves it to only happen when a user interacts with it.

* Ghostpod tgui input from init -> LateInit

Ghost query REQUIRES a tgui input. It can't be fixed on that level.
Ghost pods however created a ghost query when spawned if they are NOT mapspawn. This means it can only be moved to lateinit, as far as I can see

* Moves borer ghost query from init to lateinit

* Better mob chasing. Gets rid of sleep in mob chasing

Moves Noodle's and Ian's snack tracking var to base /simple_mob
Moves Noodle's and Ian's tracking process from a individual proc of each to /simple_mob
Moves the sleeps out from the tracking proc and makes it a repeating timer.
Noodle now gets nutrition when you feed him.

* Moves blob query to lateinit

Once again, blob HAS to do a ghost query when it's created.
Ghost query will ALWAYS make a tgui window.

* No sleep in cyborg code

Moves pick_module() from /init on robot_module to /LateInit on /robot
photo showing it popped up the module select when I spawned in as a borg: https://i.imgur.com/5rGbqIR.png

* Moves AI controlled human's 'death' proc to LateInitialize

* Moves Corpse's processing from Init to LateInit

death() has a LOT that happens inside of it.

* Let's actually make it lateload on the human itself

* In case we don't want to auto kill ai controlled mobs

* Fixes death() some more

- Protean blobs will ALWAYS have a humanform, so that segment of code was unused.
- Makes the bulk of the exit VR section in a new perform_exit() proc
- Gets rid of the WIP proof of concept hack in there.

* whoops duplicate

* We will ALWAYS have a humanform. ALWAYS.

The server will CRASH if we do not.

* get rid of this...

* Makes corpsespawn work better

* more VR stuff

* No suspending the whole machines subsystem

* avatar

* as anything

* u2

* nolist

* forgot this one

* fix

* VR fix

Fixes an oversight with VR sleepers

* player initiated

* OVERSIGHT

* Update borer.dm

OF course WE DON'T have a mind, we're a GHOST.
Fixes borer spawning

* this was unused

no
This commit is contained in:
Cameron Lennox
2025-04-07 17:16:07 -04:00
committed by GitHub
parent b63ee815ed
commit 2e38926234
20 changed files with 123 additions and 120 deletions
+8 -1
View File
@@ -39,7 +39,7 @@
var/prev_shuttle_queue_state = SSshuttles.block_init_queue
SSshuttles.block_init_queue = TRUE
var/machinery_was_awake = SSmachines.suspend() // Suspend machinery (if it was not already suspended)
//var/machinery_was_awake = SSmachines.suspend() // Suspend machinery (if it was not already suspended) //Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good.
var/list/atom/atoms = list()
var/list/area/areas = list()
@@ -56,6 +56,8 @@
else if(istype(A, /obj/machinery/atmospherics))
atmos_machines += A
atoms |= areas
for(var/obj/machinery/atmospherics/atmos_to_reenable as anything in atmos_machines)
atmos_to_reenable.being_loaded = TRUE
admin_notice(span_danger("Initializing newly created atom(s) in submap."), R_DEBUG)
SSatoms.InitializeAtoms(areas + turfs + atoms)
@@ -70,8 +72,13 @@
for(var/area/A as anything in areas)
A.power_change()
for(var/obj/machinery/atmospherics/atmos_to_reenable as anything in atmos_machines)
atmos_to_reenable.being_loaded = FALSE
/*//Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good.
if(machinery_was_awake)
SSmachines.wake() // Wake only if it was awake before we tried to suspended it.
*///Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good.
SSshuttles.block_init_queue = prev_shuttle_queue_state
SSshuttles.process_init_queues() // We will flush the queue unless there were other blockers, in which case they will do it.