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Smoother roundstart take II (#24504)
* Revert "Until I figure out why random keys aren't being transferred" * Fixes cyborgs not getting their key at roundstart * Fixes mimes not getting the prefs name * Fixes clowns not getting prefs names * Sets the round start timer when it actually starts * Remove fluff CHECK_TICKs * Moves siliconization to the jobs module * Yeah whatever * Fixes AIization * HNNNNGHHHH WHY IS THIS UP HERE? * Fix cyborgs not linking to AI
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@@ -18,25 +18,29 @@ var/datum/subsystem/processing/overlays/SSoverlays
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/datum/subsystem/processing/overlays/Initialize()
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initialized = TRUE
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for(var/I in processing)
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var/atom/A = I
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A.compile_overlays()
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CHECK_TICK
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processing.Cut()
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Flush()
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..()
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/datum/subsystem/processing/overlays/Recover()
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overlay_icon_state_caches = SSoverlays.overlay_icon_state_caches
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processing = SSoverlays.processing
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/datum/subsystem/processing/overlays/fire()
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/datum/subsystem/processing/overlays/fire(resumed = FALSE, mc_check = TRUE)
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while(processing.len)
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var/atom/thing = processing[processing.len]
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processing.len--
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if(thing)
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thing.compile_overlays(FALSE)
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if(MC_TICK_CHECK)
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break
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if(mc_check)
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if(MC_TICK_CHECK)
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break
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else
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CHECK_TICK
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/datum/subsystem/processing/overlays/proc/Flush()
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if(processing.len)
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testing("Flushing [processing.len] overlays")
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fire(mc_check = FALSE) //pair this thread up with the MC to get extra compile time
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/atom/proc/compile_overlays()
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if(LAZYLEN(priority_overlays) && LAZYLEN(our_overlays))
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