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
+2 -6
View File
@@ -23,7 +23,6 @@
//Fired processing vars
var/fired = FALSE //Have we been fired yet
var/paused = FALSE //for suspending the projectile midair
var/last_projectile_move = 0
var/last_process = 0
var/time_offset = 0
@@ -195,9 +194,6 @@
var/safety = range * 3
record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1))
while(loc && !QDELETED(src))
if(paused)
stoplag(1)
continue
if(safety-- <= 0)
if(loc)
Bump(loc)
@@ -281,8 +277,8 @@
if(!loc || !fired || !trajectory)
fired = FALSE
return PROCESS_KILL
if(paused || !isturf(loc))
last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
if(!isturf(loc))
last_projectile_move += world.time - last_process
return
var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
time_offset = 0