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https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
defines all subsystem priority values
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@@ -70,6 +70,40 @@
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#define INIT_ORDER_SQUEAK -40
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#define INIT_ORDER_PERSISTENCE -100
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_IDLE_NPC 1
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#define FIRE_PRIORITY_SERVER_MAINT 1
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#define FIRE_PRIORITY_GARBAGE 4
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#define FIRE_PRIORITY_RESEARCH 4
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#define FIRE_PRIORITY_AIR 5
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#define FIRE_PRIORITY_NPC 5
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#define FIRE_PRIORITY_PROCESS 6
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#define FIRE_PRIORITY_THROWING 6
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#define FIRE_PRIORITY_FLIGHTPACKS 7
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#define FIRE_PRIORITY_SPACEDRIFT 7
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#define FIRE_PRIOTITY_SMOOTHING 8
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#define FIRE_PRIORITY_ORBIT 8
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#define FIRE_PRIORITY_OBJ 9
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#define FIRE_PRIORUTY_FIELDS 9
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#define FIRE_PRIORITY_ACID 9
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#define FIRE_PRIOTITY_BURNING 9
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#define FIRE_PRIORITY_INBOUNDS 9
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#define FIRE_PRIORITY_DEFAULT 10
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#define FIRE_PRIORITY_PARALLAX 11
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#define FIRE_PRIORITY_NETWORKS 12
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#define FIRE_PRIORITY_MOBS 13
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#define FIRE_PRIORITY_TGUI 14
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#define FIRE_PRIORITY_TICKER 19
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#define FIRE_PRIORITY_OVERLAYS 20
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#define FIRE_PRIORITY_INPUT 100 // This must always always be the max highest priority. Player input must never be lost.
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// SS runlevels
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#define RUNLEVEL_INIT 0
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@@ -4,7 +4,7 @@
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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. Use defines in __DEFINES/subsystems.dm for easy understanding of order.
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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 = 50 //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/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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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(acid)
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name = "Acid"
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priority = 40
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priority = FIRE_PRIORITY_ACID
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flags = SS_NO_INIT|SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -9,7 +9,7 @@
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SUBSYSTEM_DEF(air)
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name = "Atmospherics"
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init_order = INIT_ORDER_AIR
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priority = 20
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priority = FIRE_PRIORITY_AIR
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wait = 5
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(fire_burning)
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name = "Fire Burning"
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priority = 40
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priority = FIRE_PRIOTITY_BURNING
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flags = SS_NO_INIT|SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(garbage)
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name = "Garbage"
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priority = 15
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priority = FIRE_PRIORITY_GARBAGE
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wait = 2 SECONDS
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(icon_smooth)
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name = "Icon Smoothing"
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init_order = INIT_ORDER_ICON_SMOOTHING
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wait = 1
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priority = 35
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priority = FIRE_PRIOTITY_SMOOTHING
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flags = SS_TICKER
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var/list/smooth_queue = list()
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@@ -1,7 +1,7 @@
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SUBSYSTEM_DEF(idlenpcpool)
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name = "Idling NPC Pool"
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
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priority = 10
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priority = FIRE_PRIORITY_IDLE_NPC
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wait = 60
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(inbounds)
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name = "Inbounds"
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priority = 40
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priority = FIRE_PRIORITY_INBOUNDS
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flags = SS_NO_INIT
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runlevels = RUNLEVEL_GAME
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(input)
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name = "Input"
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wait = 1 //SS_TICKER means this runs every tick
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flags = SS_TICKER | SS_NO_INIT
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priority = 1000
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priority = FIRE_PRIORITY_INPUT
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
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/datum/controller/subsystem/input/fire()
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(mobs)
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name = "Mobs"
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priority = 100
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priority = FIRE_PRIORITY_MOBS
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flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -6,7 +6,7 @@
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SUBSYSTEM_DEF(npcpool)
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name = "NPC Pool"
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
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priority = 20
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priority = FIRE_PRIORITY_NPC
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/canBeUsed = list()
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(orbit)
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name = "Orbits"
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priority = 35
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priority = FIRE_PRIORITY_ORBIT
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wait = 2
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flags = SS_NO_INIT|SS_TICKER
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(overlays)
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name = "Overlay"
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flags = SS_TICKER
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wait = 1
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priority = 500
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priority = FIRE_PRIORITY_OVERLAYS
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init_order = INIT_ORDER_OVERLAY
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_SETUP
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(parallax)
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name = "Parallax"
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wait = 2
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flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
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priority = 65
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priority = FIRE_PRIORITY_PARALLAX
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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var/list/currentrun
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(fields)
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name = "Fields"
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wait = 2
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priority = 40
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priority = FIRE_PRIORUTY_FIELDS
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flags = SS_KEEP_TIMING | SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(flightpacks)
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name = "Flightpack Movement"
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priority = 30
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priority = FIRE_PRIORITY_FLIGHTPACKS
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wait = 2
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stat_tag = "FM"
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flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(networks)
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name = "Networks"
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priority = 80
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priority = FIRE_PRIORITY_NETWORKS
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wait = 1
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stat_tag = "NET"
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flags = SS_KEEP_TIMING
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(obj)
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name = "Objects"
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priority = 40
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priority = FIRE_PRIORITY_OBJ
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flags = SS_NO_INIT
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var/list/processing = list()
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@@ -2,7 +2,7 @@
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SUBSYSTEM_DEF(processing)
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name = "Processing"
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priority = 25
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priority = FIRE_PRIORITY_PROCESS
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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wait = 10
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@@ -1,6 +1,5 @@
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PROCESSING_SUBSYSTEM_DEF(projectiles)
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name = "Projectiles"
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priority = 25
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wait = 1
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stat_tag = "PP"
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flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
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@@ -1,7 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(radiation)
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name = "Radiation"
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flags = SS_NO_INIT | SS_BACKGROUND
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priority = 25
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var/list/warned_atoms = list()
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@@ -2,7 +2,7 @@
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SUBSYSTEM_DEF(research)
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name = "Research"
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flags = SS_KEEP_TIMING
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priority = 15 //My powergame is priority.
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priority = FIRE_PRIORITY_RESEARCH
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wait = 10
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init_order = INIT_ORDER_RESEARCH
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var/list/invalid_design_ids = list() //associative id = number of times
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@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(server_maint)
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name = "Server Tasks"
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wait = 6
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flags = SS_POST_FIRE_TIMING
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priority = 10
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priority = FIRE_PRIORITY_SERVER_MAINT
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init_order = INIT_ORDER_SERVER_MAINT
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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var/list/currentrun
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(spacedrift)
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name = "Space Drift"
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priority = 30
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priority = FIRE_PRIORITY_SPACEDRIFT
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wait = 5
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flags = SS_NO_INIT|SS_KEEP_TIMING
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(tgui)
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name = "tgui"
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wait = 9
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flags = SS_NO_INIT
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priority = 110
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priority = FIRE_PRIORITY_TGUI
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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var/list/currentrun = list()
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@@ -3,7 +3,7 @@
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SUBSYSTEM_DEF(throwing)
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name = "Throwing"
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priority = 25
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priority = FIRE_PRIORITY_THROWING
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wait = 1
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flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(ticker)
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name = "Ticker"
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init_order = INIT_ORDER_TICKER
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priority = 200
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priority = FIRE_PRIORITY_TICKER
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flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME
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