//Update this whenever the db schema changes //make sure you add an update to the schema_version stable in the db changelog #define DB_MAJOR_VERSION 4 #define DB_MINOR_VERSION 3 //Timing subsystem //Don't run if there is an identical unique timer active //if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, and returns the id of the existing timer #define TIMER_UNIQUE (1<<0) //For unique timers: Replace the old timer rather then not start this one #define TIMER_OVERRIDE (1<<1) //Timing should be based on how timing progresses on clients, not the sever. // tracking this is more expensive, // should only be used in conjuction with things that have to progress client side, such as animate() or sound() #define TIMER_CLIENT_TIME (1<<2) //Timer can be stopped using deltimer() #define TIMER_STOPPABLE (1<<3) //To be used with TIMER_UNIQUE //prevents distinguishing identical timers with the wait variable #define TIMER_NO_HASH_WAIT (1<<4) #define TIMER_NO_INVOKE_WARNING 600 //number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something #define TIMER_ID_NULL -1 //For servers that can't do with any additional lag, set this to none in flightpacks.dm in subsystem/processing. #define FLIGHTSUIT_PROCESSING_NONE 0 #define FLIGHTSUIT_PROCESSING_FULL 1 #define INITIALIZATION_INSSATOMS 0 //New should not call Initialize #define INITIALIZATION_INNEW_MAPLOAD 2 //New should call Initialize(TRUE) #define INITIALIZATION_INNEW_REGULAR 1 //New should call Initialize(FALSE) #define INITIALIZE_HINT_NORMAL 0 //Nothing happens #define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize #define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom //type and all subtypes should always call Initialize in New() #define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\ ..();\ if(!(flags_1 & INITIALIZED_1)) {\ args[1] = TRUE;\ SSatoms.InitAtom(src, args);\ }\ } // Subsystem init_order, from highest priority to lowest priority // Subsystems shutdown in the reverse of the order they initialize in // The numbers just define the ordering, they are meaningless otherwise. #define INIT_ORDER_GARBAGE 19 #define INIT_ORDER_DBCORE 18 #define INIT_ORDER_BLACKBOX 17 #define INIT_ORDER_SERVER_MAINT 16 #define INIT_ORDER_INPUT 15 #define INIT_ORDER_RESEARCH 14 #define INIT_ORDER_EVENTS 13 #define INIT_ORDER_JOBS 12 #define INIT_ORDER_QUIRKS 11 #define INIT_ORDER_TICKER 10 #define INIT_ORDER_MAPPING 9 #define INIT_ORDER_NETWORKS 8 #define INIT_ORDER_ATOMS 7 #define INIT_ORDER_LANGUAGE 6 #define INIT_ORDER_MACHINES 5 #define INIT_ORDER_CIRCUIT 4 #define INIT_ORDER_TIMER 1 #define INIT_ORDER_DEFAULT 0 #define INIT_ORDER_AIR -1 #define INIT_ORDER_MINIMAP -3 #define INIT_ORDER_ASSETS -4 #define INIT_ORDER_ICON_SMOOTHING -5 #define INIT_ORDER_OVERLAY -6 #define INIT_ORDER_XKEYSCORE -10 #define INIT_ORDER_STICKY_BAN -10 #define INIT_ORDER_LIGHTING -20 #define INIT_ORDER_SHUTTLE -21 #define INIT_ORDER_SQUEAK -40 #define INIT_ORDER_PATH -50 #define INIT_ORDER_PERSISTENCE -100 // Subsystem fire priority, from lowest to highest priority // If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child) #define FIRE_PRIORITY_PING 10 #define FIRE_PRIORITY_IDLE_NPC 10 #define FIRE_PRIORITY_SERVER_MAINT 10 #define FIRE_PRIORITY_RESEARCH 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_WET_FLOORS 20 #define FIRE_PRIORITY_AIR 20 #define FIRE_PRIORITY_NPC 20 #define FIRE_PRIORITY_PROCESS 25 #define FIRE_PRIORITY_THROWING 25 #define FIRE_PRIORITY_SPACEDRIFT 30 #define FIRE_PRIORITY_FIELDS 30 #define FIRE_PRIOTITY_SMOOTHING 35 #define FIRE_PRIORITY_ORBIT 35 #define FIRE_PRIORITY_NETWORKS 40 #define FIRE_PRIORITY_OBJ 40 #define FIRE_PRIORITY_ACID 40 #define FIRE_PRIOTITY_BURNING 40 #define FIRE_PRIORITY_DEFAULT 50 #define FIRE_PRIORITY_PARALLAX 65 #define FIRE_PRIORITY_FLIGHTPACKS 80 #define FIRE_PRIORITY_MOBS 100 #define FIRE_PRIORITY_TGUI 110 #define FIRE_PRIORITY_TICKER 200 #define FIRE_PRIORITY_OVERLAYS 500 #define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost. // SS runlevels #define RUNLEVEL_INIT 0 #define RUNLEVEL_LOBBY 1 #define RUNLEVEL_SETUP 2 #define RUNLEVEL_GAME 4 #define RUNLEVEL_POSTGAME 8 #define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME) #define COMPILE_OVERLAYS(A)\ if (TRUE) {\ var/list/oo = A.our_overlays;\ var/list/po = A.priority_overlays;\ if(LAZYLEN(po)){\ if(LAZYLEN(oo)){\ A.overlays = oo + po;\ }\ else{\ A.overlays = po;\ }\ }\ else if(LAZYLEN(oo)){\ A.overlays = oo;\ }\ else{\ A.overlays.Cut();\ }\ A.flags_1 &= ~OVERLAY_QUEUED_1;\ }