Files
Yogstation/code/__DEFINES/subsystems.dm
arsserpentarium bdfbafd54a [READY]integrated circuitry port+upgrade. (#32481)
* first

* printer, tools, prefab, assemblies, power.dm(looks like so)

* integrated circuit

* input memory epv2 exonet node

* input,manipulation,output,poweract

* fixes

* reagents fix

* time

* minor fixes

* all errors fixed

* bugfixes

* prefab, tickers, camera, led, assembling bugs,

* All except exonet node UI and led's

* cameras, led and some exonet

* 11

* 111

* lesser fixes.

* botanic shit

* icon

* nobludgeon for debugger

* gui, typos

* gui, typos

* dopil

* smaller diff, rm template and node

* mergefix

* list fix

* weakrefs

* fixes

* Clamp, crowbar, minor shit

* fukken refs

* exonet node refactor, put defines into defines.

* dme upload

* defines,helpers,exonet node, botanic

* TRUE/FALSE and minors

* datumfix

* moved init to ss

* quickfix

* cryo runtime fix

* datums quickfix

* admins

* minor fixes

* fixes

* refs,tools

* printer

* fixes

* fixes

* check interactivity redo.

* usercheck, fixes

* weakrefs

* T/F

* WEAKREF

* unfuckup

* fixes and shit

* Update assemblies.dm

* crypto

* fuck

* SS, final fixes

* looks like final fixes.

* release,crypto, ranged scnner

* defines

* Resets some files

* find/replace

* Associative addresses

* Update exonet_node.dm

* push

* there we go

* fix

* FINISH!

* WEAKREFUCK

* FixeS

* Woops

* Woops

* woops

* fix

* fixes

* loops

* fix or break?

* fix,dammit!

* fix,dammit![2]

* fix,dammit![3]

* disconnect

* fix

* input

* lag

* pin

* map

* sdegsds

* >>>lights

* fixes le map

* makes circuits actually speak

* halffix

* resets maps to tgstation master

* typeless loops in init

* Changes subsystem to not initialize new types and use initial instead.

* fix

* trying to get rid of obj list.

* get rid of .

* Better code makes better mind

* fixed

* pin fixes

* fix

* compiled tgui

* circuits config

* spelling
2017-11-14 04:05:22 -05:00

103 lines
3.1 KiB
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//Timing subsystem
//Don't run if there is an identical unique timer active
#define TIMER_UNIQUE 0x1
//For unique timers: Replace the old timer rather then not start this one
#define TIMER_OVERRIDE 0x2
//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 0x4
//Timer can be stopped using deltimer()
#define TIMER_STOPPABLE 0x8
//To be used with TIMER_UNIQUE
//prevents distinguishing identical timers with the wait variable
#define TIMER_NO_HASH_WAIT 0x10
#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 1 //New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_REGULAR 2 //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(!initialized) {\
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_DBCORE 18
#define INIT_ORDER_BLACKBOX 17
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_EVENTS 15
#define INIT_ORDER_JOBS 14
#define INIT_ORDER_TICKER 13
#define INIT_ORDER_MAPPING 12
#define INIT_ORDER_ATOMS 11
#define INIT_ORDER_LANGUAGE 10
#define INIT_ORDER_MACHINES 9
#define INIT_ORDER_CIRCUIT 8
#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_PERSISTENCE -100
// 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;\
}