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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
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@@ -39,7 +39,7 @@
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var/prev_shuttle_queue_state = SSshuttles.block_init_queue
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SSshuttles.block_init_queue = TRUE
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var/machinery_was_awake = SSmachines.suspend() // Suspend machinery (if it was not already suspended)
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//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.
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var/list/atom/atoms = list()
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var/list/area/areas = list()
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@@ -56,6 +56,8 @@
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else if(istype(A, /obj/machinery/atmospherics))
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atmos_machines += A
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atoms |= areas
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for(var/obj/machinery/atmospherics/atmos_to_reenable as anything in atmos_machines)
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atmos_to_reenable.being_loaded = TRUE
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admin_notice(span_danger("Initializing newly created atom(s) in submap."), R_DEBUG)
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SSatoms.InitializeAtoms(areas + turfs + atoms)
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@@ -70,8 +72,13 @@
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for(var/area/A as anything in areas)
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A.power_change()
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for(var/obj/machinery/atmospherics/atmos_to_reenable as anything in atmos_machines)
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atmos_to_reenable.being_loaded = FALSE
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/*//Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good.
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if(machinery_was_awake)
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SSmachines.wake() // Wake only if it was awake before we tried to suspended it.
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*///Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good.
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SSshuttles.block_init_queue = prev_shuttle_queue_state
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SSshuttles.process_init_queues() // We will flush the queue unless there were other blockers, in which case they will do it.
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