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