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Subsystem return update (#16820)
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@@ -1,36 +1,99 @@
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/**
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* # Subsystem base class
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*
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* Defines a subsystem to be managed by the [Master Controller][/datum/controller/master]
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*
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* Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration.
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* Changing the name is required
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**/
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/datum/controller/subsystem
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// Metadata; you should define these.
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name = "fire coderbus" //name of the subsystem
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var/init_order = INIT_ORDER_DEFAULT //order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values.
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var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/priority = FIRE_PRIORITY_DEFAULT //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep
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var/flags = 0 //see MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again)
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var/subsystem_initialized = FALSE //set to TRUE after it has been initialized, will obviously never be set if the subsystem doesn't initialize
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var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
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/// Name of the subsystem - you must change this
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name = "fire coderbus"
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//set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
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// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
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/// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file.
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var/init_order = INIT_ORDER_DEFAULT
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/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/wait = 20
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/// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems.
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var/priority = FIRE_PRIORITY_DEFAULT
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/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
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var/flags = NONE
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/// This var is set to TRUE after the subsystem has been initialized.
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var/subsystem_initialized = FALSE
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/// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
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/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
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var/can_fire = TRUE
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// Bookkeeping variables; probably shouldn't mess with these.
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var/last_fire = 0 //last world.time we called fire()
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var/next_fire = 0 //scheduled world.time for next fire()
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var/cost = 0 //average time to execute
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var/tick_usage = 0 //average tick usage
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var/tick_overrun = 0 //average tick overrun
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var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
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var/paused_ticks = 0 //ticks this ss is taking to run right now.
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var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
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var/ticks = 1 //how many ticks does this ss take to run on avg.
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var/times_fired = 0 //number of times we have called fire()
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var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
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var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here
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//linked list stuff for the queue
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///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
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var/runlevels = RUNLEVELS_DEFAULT
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/*
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* The following variables are managed by the MC and should not be modified directly.
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*/
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/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
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var/last_fire = 0
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/// Scheduled world.time for next fire()
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var/next_fire = 0
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/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
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var/cost = 0
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/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
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var/tick_usage = 0
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/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
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var/tick_overrun = 0
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/// How much of a tick (in percents of a tick) were we allocated last fire.
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var/tick_allocation_last = 0
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/// How much of a tick (in percents of a tick) do we get allocated by the mc on avg.
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var/tick_allocation_avg = 0
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/// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping
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var/state = SS_IDLE
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/// Tracks how many times a subsystem has ever slept in fire().
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var/slept_count = 0
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/// Tracks how many fires the subsystem has consecutively paused on in the current run
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var/paused_ticks = 0
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/// Tracks how much of a tick the subsystem has consumed in the current run
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var/paused_tick_usage
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/// Tracks how many fires the subsystem takes to complete a run on average.
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var/ticks = 1
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/// Tracks the amount of completed runs for the subsystem
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var/times_fired = 0
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/// Time the subsystem entered the queue, (for timing and priority reasons)
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var/queued_time = 0
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/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
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var/queued_priority
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/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
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var/static/list/failure_strikes
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/// Next subsystem in the queue of subsystems to run this tick
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var/datum/controller/subsystem/queue_next
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/// Previous subsystem in the queue of subsystems to run this tick
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var/datum/controller/subsystem/queue_prev
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var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
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//Do not blindly add vars here to the bottom, put it where it goes above
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//If your var only has two values, put it in as a flag.
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//Do not override
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///datum/controller/subsystem/New()
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@@ -41,24 +104,32 @@
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/datum/controller/subsystem/proc/PreInit()
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return
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//This is used so the mc knows when the subsystem sleeps. do not override.
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/datum/controller/subsystem/proc/ignite(resumed = 0)
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///This is used so the mc knows when the subsystem sleeps. do not override.
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/datum/controller/subsystem/proc/ignite(resumed = FALSE)
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SHOULD_NOT_OVERRIDE(TRUE)
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set waitfor = 0
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. = SS_IDLE
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tick_allocation_last = Master.current_ticklimit-(TICK_USAGE)
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tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last)
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. = SS_SLEEPING
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fire(resumed)
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. = state
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if (state == SS_SLEEPING)
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slept_count++
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state = SS_IDLE
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if (state == SS_PAUSING)
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slept_count++
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var/QT = queued_time
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enqueue()
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state = SS_PAUSED
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queued_time = QT
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//previously, this would have been named 'process()' but that name is used everywhere for different things!
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//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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//Sleeping in here prevents future fires until returned.
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/datum/controller/subsystem/proc/fire(resumed = 0)
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///previously, this would have been named 'process()' but that name is used everywhere for different things!
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///fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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///Sleeping in here prevents future fires until returned.
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/datum/controller/subsystem/proc/fire(resumed = FALSE)
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flags |= SS_NO_FIRE
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throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
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@@ -66,12 +137,13 @@
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dequeue()
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can_fire = 0
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flags |= SS_NO_FIRE
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Master.subsystems -= src
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if (Master)
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Master.subsystems -= src
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return ..()
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//Queue it to run.
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// (we loop thru a linked list until we get to the end or find the right point)
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// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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///Queue it to run.
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/// (we loop thru a linked list until we get to the end or find the right point)
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/// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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/datum/controller/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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@@ -155,14 +227,11 @@
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/// Called after the config has been loaded or reloaded.
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/datum/controller/subsystem/proc/OnConfigLoad()
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//used to initialize the subsystem AFTER the map has loaded
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/datum/controller/subsystem/Initialize(start_timeofday)
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subsystem_initialized = TRUE
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
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to_chat(world, span_boldannounce("[msg]"))
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log_world(msg)
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return time
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/**
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* Used to initialize the subsystem. This is expected to be overriden by subtypes.
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*/
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/datum/controller/subsystem/Initialize()
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return SS_INIT_NONE
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//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
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/datum/controller/subsystem/stat_entry(msg)
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@@ -221,3 +290,9 @@
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var/msg = "[name] subsystem received final blame for MC failure"
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log_world(msg)
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log_game(msg)
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/datum/controller/subsystem/vv_edit_var(var_name, var_value)
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switch (var_name)
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if (NAMEOF(src, queued_priority)) //editing this breaks things.
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return FALSE
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. = ..()
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