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https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
Made more sleeps use stoplag
This buffs a few things, but makes them handle lag better and tick at the rate of world.tick_lag without causing lag
This commit is contained in:
@@ -198,7 +198,7 @@ Proc for attack log creation, because really why not
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var/starttime = world.time
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var/starttime = world.time
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. = 1
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. = 1
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while (world.time < endtime)
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while (world.time < endtime)
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sleep(1)
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stoplag()
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if (progress)
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if (progress)
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progbar.update(world.time - starttime)
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progbar.update(world.time - starttime)
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if(!user || !target)
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if(!user || !target)
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@@ -245,7 +245,7 @@ Proc for attack log creation, because really why not
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var/starttime = world.time
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var/starttime = world.time
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. = 1
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. = 1
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while (world.time < endtime)
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while (world.time < endtime)
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sleep(1)
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stoplag()
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if (progress)
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if (progress)
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progbar.update(world.time - starttime)
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progbar.update(world.time - starttime)
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@@ -58,7 +58,7 @@ var/datum/subsystem/minimap/SSminimap
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flatten.Insert(minimap, "", SOUTH, 1, 0)
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flatten.Insert(minimap, "", SOUTH, 1, 0)
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del(minimap)
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del(minimap)
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minimap = flatten
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minimap = flatten
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sleep(world.tick_lag) //we have to sleep in order to get byond to clear out the proc's garbage bin
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stoplag() //we have to sleep in order to get byond to clear out the proc's garbage bin
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CHECK_TICK
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CHECK_TICK
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@@ -169,7 +169,7 @@
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/datum/browser/alert/proc/wait()
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/datum/browser/alert/proc/wait()
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while (opentime && selectedbutton <= 0 && (!timeout || opentime+timeout >= world.time))
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while (opentime && selectedbutton <= 0 && (!timeout || opentime+timeout >= world.time))
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sleep (1)
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stoplag()
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/datum/browser/alert/Topic(href,href_list)
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/datum/browser/alert/Topic(href,href_list)
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if (href_list["close"] || !user || !user.client)
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if (href_list["close"] || !user || !user.client)
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@@ -357,6 +357,7 @@ var/list/blood_splatter_icons = list()
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/atom/Stat()
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/atom/Stat()
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. = ..()
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. = ..()
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sleep(1)
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sleep(1)
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stoplag()
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//This is called just before maps and objects are initialized, use it to spawn other mobs/objects
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//This is called just before maps and objects are initialized, use it to spawn other mobs/objects
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//effects at world start up without causing runtimes
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//effects at world start up without causing runtimes
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@@ -205,7 +205,7 @@
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visible_message("<span class='warning'>[src] lets out a waning screech as violet mist swirls around its dissolving body!</span>")
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visible_message("<span class='warning'>[src] lets out a waning screech as violet mist swirls around its dissolving body!</span>")
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icon_state = "revenant_draining"
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icon_state = "revenant_draining"
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for(var/i = alpha, i > 0, i -= 10)
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for(var/i = alpha, i > 0, i -= 10)
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sleep(0.1)
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stoplag()
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alpha = i
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alpha = i
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visible_message("<span class='danger'>[src]'s body breaks apart into a fine pile of blue dust.</span>")
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visible_message("<span class='danger'>[src]'s body breaks apart into a fine pile of blue dust.</span>")
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var/reforming_essence = essence_regen_cap //retain the gained essence capacity
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var/reforming_essence = essence_regen_cap //retain the gained essence capacity
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@@ -25,7 +25,7 @@
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var/step = alpha / frames
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var/step = alpha / frames
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for(var/i = 0, i < frames, i++)
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for(var/i = 0, i < frames, i++)
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alpha -= step
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alpha -= step
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sleep(world.tick_lag)
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stoplag()
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/obj/effect/particle_effect/smoke/New()
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/obj/effect/particle_effect/smoke/New()
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..()
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..()
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@@ -104,7 +104,7 @@ var/global/list/turf/open/space/space_turfs = list() //i hate everything
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L.pulling.loc = T
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L.pulling.loc = T
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//now we're on the new z_level, proceed the space drifting
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//now we're on the new z_level, proceed the space drifting
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sleep(0)//Let a diagonal move finish, if necessary
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stoplag()//Let a diagonal move finish, if necessary
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A.newtonian_move(A.inertia_dir)
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A.newtonian_move(A.inertia_dir)
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/turf/open/space/proc/Sandbox_Spacemove(atom/movable/A)
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/turf/open/space/proc/Sandbox_Spacemove(atom/movable/A)
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@@ -324,6 +324,7 @@ var/next_external_rsc = 0
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sleep(1)
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sleep(1)
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else
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else
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sleep(5)
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sleep(5)
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stoplag()
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//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
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//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
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/client/proc/send_resources()
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/client/proc/send_resources()
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@@ -1114,7 +1114,7 @@
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for(var/obj/machinery/light/L in A)
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for(var/obj/machinery/light/L in A)
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L.on = 1
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L.on = 1
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L.broken()
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L.broken()
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sleep(1)
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stoplag()
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/obj/machinery/power/apc/proc/shock(mob/user, prb)
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/obj/machinery/power/apc/proc/shock(mob/user, prb)
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if(!prob(prb))
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if(!prob(prb))
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@@ -73,7 +73,7 @@
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if(!curr && active)
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if(!curr && active)
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last.expel(src, loc, dir)
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last.expel(src, loc, dir)
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sleep(1)
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stoplag()
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if(!(count--))
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if(!(count--))
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active = 0
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active = 0
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return
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return
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@@ -508,7 +508,7 @@
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if(get_dist(get_turf(M),get_turf(src)) > freezerange) //If they lagged/ran past the timestop somehow, just ignore them
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if(get_dist(get_turf(M),get_turf(src)) > freezerange) //If they lagged/ran past the timestop somehow, just ignore them
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unfreeze_mob(M)
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unfreeze_mob(M)
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stopped_atoms -= M
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stopped_atoms -= M
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sleep(1)
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stoplag()
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//End
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//End
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for(var/mob/living/M in stopped_atoms)
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for(var/mob/living/M in stopped_atoms)
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