mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
140 lines
4.2 KiB
Plaintext
140 lines
4.2 KiB
Plaintext
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//Timing subsystem
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//Don't run if there is an identical unique timer active
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#define TIMER_UNIQUE 0x1
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//For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE 0x2
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//Timing should be based on how timing progresses on clients, not the sever.
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// tracking this is more expensive,
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// should only be used in conjuction with things that have to progress client side, such as animate() or sound()
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#define TIMER_CLIENT_TIME 0x4
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//Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE 0x8
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//To be used with TIMER_UNIQUE
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//prevents distinguishing identical timers with the wait variable
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#define TIMER_NO_HASH_WAIT 0x10
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#define TIMER_NO_INVOKE_WARNING 600 //number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something
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#define TIMER_ID_NULL -1
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//For servers that can't do with any additional lag, set this to none in flightpacks.dm in subsystem/processing.
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#define FLIGHTSUIT_PROCESSING_NONE 0
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#define FLIGHTSUIT_PROCESSING_FULL 1
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 2 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 1 //New should call Initialize(FALSE)
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#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
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#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
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#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
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//type and all subtypes should always call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!initialized) {\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, args);\
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}\
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}
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// Subsystem init_order, from highest priority to lowest priority
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// Subsystems shutdown in the reverse of the order they initialize in
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// The numbers just define the ordering, they are meaningless otherwise.
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#define INIT_ORDER_DBCORE 18
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#define INIT_ORDER_BLACKBOX 17
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#define INIT_ORDER_SERVER_MAINT 16
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#define INIT_ORDER_INPUT 15
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#define INIT_ORDER_RESEARCH 14
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#define INIT_ORDER_EVENTS 13
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#define INIT_ORDER_JOBS 12
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#define INIT_ORDER_TICKER 11
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#define INIT_ORDER_MAPPING 10
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#define INIT_ORDER_ATOMS 9
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#define INIT_ORDER_NETWORKS 8
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#define INIT_ORDER_LANGUAGE 7
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#define INIT_ORDER_MACHINES 6
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#define INIT_ORDER_CIRCUIT 5
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#define INIT_ORDER_TIMER 1
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_MINIMAP -3
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#define INIT_ORDER_ASSETS -4
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#define INIT_ORDER_ICON_SMOOTHING -5
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_XKEYSCORE -10
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#define INIT_ORDER_STICKY_BAN -10
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#define INIT_ORDER_LIGHTING -20
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#define INIT_ORDER_SHUTTLE -21
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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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#define RUNLEVEL_LOBBY 1
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#define RUNLEVEL_SETUP 2
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#define RUNLEVEL_GAME 4
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#define RUNLEVEL_POSTGAME 8
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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#define COMPILE_OVERLAYS(A)\
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if (TRUE) {\
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var/list/oo = A.our_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(po)){\
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if(LAZYLEN(oo)){\
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A.overlays = oo + po;\
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}\
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else{\
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A.overlays = po;\
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}\
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}\
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else if(LAZYLEN(oo)){\
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A.overlays = oo;\
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}\
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else{\
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A.overlays.Cut();\
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}\
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A.flags_1 &= ~OVERLAY_QUEUED_1;\
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} |