Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.

machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-09-02 20:32:01 +00:00
parent abb7be68ea
commit 73e5c38a56
24 changed files with 106 additions and 316 deletions

View File

@@ -131,7 +131,7 @@ obj/machinery/atmospherics/valve
process()
..()
machines.Remove(src)
. = PROCESS_KILL
/* if(open && (!node1 || !node2))
close()

View File

@@ -106,7 +106,7 @@ obj/machinery/atmospherics/pipe
if(!parent) //This should cut back on the overhead calling build_network thousands of times per cycle
..()
else
machines.Remove(src)
. = PROCESS_KILL
/*if(!node1)
parent.mingle_with_turf(loc, volume)
@@ -339,7 +339,7 @@ obj/machinery/atmospherics/pipe
if(!parent)
..()
else
machines.Remove(src)
. = PROCESS_KILL
/* if(!node1)
parent.mingle_with_turf(loc, 200)
if(!nodealert)
@@ -520,7 +520,7 @@ obj/machinery/atmospherics/pipe
process()
if(!parent)
if(build_killswitch <= 0)
machines.Remove(src)
. = PROCESS_KILL
else
build_killswitch--
..()
@@ -626,7 +626,7 @@ obj/machinery/atmospherics/pipe
if(!parent)
..()
else
machines.Remove(src)
. = PROCESS_KILL
/*
if(!node1)
parent.mingle_with_turf(loc, 70)

View File

@@ -25,9 +25,7 @@ datum/controller/game_controller
var/ticker_cost = 0
var/total_cost = 0
var/obj/machinery/last_obj_processed //Used for MC 'proc break' debugging
var/datum/disease/last_disease_processed //Used for MC 'proc break' debugging
var/obj/machinery/last_machine_processed //Used for MC 'proc break' debugging
var/last_thing_processed
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
@@ -101,7 +99,6 @@ datum/controller/game_controller/proc/process()
if(!Failsafe) new /datum/failsafe()
var/currenttime = world.timeofday
last_tick_duration = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
@@ -110,107 +107,128 @@ datum/controller/game_controller/proc/process()
var/start_time = world.timeofday
controller_iteration++
//AIR
timer = world.timeofday
last_thing_processed = air_master.type
air_master.process()
air_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//SUN
timer = world.timeofday
last_thing_processed = sun.type
sun.calc_position()
sun_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//MOBS
timer = world.timeofday
for(var/i=1,i<=mob_list.len,i++)
var/i = 1
while(i<=mob_list.len)
var/mob/M = mob_list[i]
if(M)
last_thing_processed = M.type
M.Life()
i++
continue
mob_list.Cut(i,i+1)
i--
mobs_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//DISEASES
timer = world.timeofday
for(var/i=1,i<=active_diseases.len,i++)
i = 1
while(i<=active_diseases.len)
var/datum/disease/Disease = active_diseases[i]
if(Disease)
last_disease_processed = Disease
last_thing_processed = Disease.type
Disease.process()
i++
continue
active_diseases.Cut(i,i+1)
i--
diseases_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//MACHINES
timer = world.timeofday
for(var/i=1,i<=machines.len,i++)
i = 1
while(i<=machines.len)
var/obj/machinery/Machine = machines[i]
if(Machine)
last_machine_processed = Machine
Machine.process()
if(Machine)
if(Machine.use_power)
Machine.auto_use_power()
continue
last_thing_processed = Machine.type
if(Machine.process() != PROCESS_KILL)
if(Machine)
if(Machine.use_power)
Machine.auto_use_power()
i++
continue
machines.Cut(i,i+1)
i--
machines_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//OBJECTS
timer = world.timeofday
for(var/i=1,i<=processing_objects.len,i++)
i = 1
while(i<=processing_objects.len)
var/obj/Object = processing_objects[i]
if(Object)
last_obj_processed = Object
last_thing_processed = Object.type
Object.process()
i++
continue
processing_objects.Cut(i,i+1)
i--
objects_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//PIPENETS
timer = world.timeofday
for(var/i=1,i<=pipe_networks.len,i++)
last_thing_processed = /datum/pipe_network
i = 1
while(i<=pipe_networks.len)
var/datum/pipe_network/Network = pipe_networks[i]
if(Network)
Network.process()
i++
continue
pipe_networks.Cut(i,i+1)
i--
networks_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//POWERNETS
timer = world.timeofday
for(var/i=1,i<=powernets.len,i++)
last_thing_processed = /datum/powernet
i = 1
while(i<=powernets.len)
var/datum/powernet/Powernet = powernets[i]
if(Powernet)
Powernet.reset()
i++
continue
powernets.Cut(i,i+1)
i--
powernets_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//TICKER
timer = world.timeofday
last_thing_processed = ticker.type
ticker.process()
ticker_cost = (world.timeofday - timer) / 10
//TIMING
total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + ticker_cost
var/end_time = world.timeofday
if(end_time < start_time)
start_time -= 864000 //deciseconds in a day
sleep( round(minimum_ticks - (end_time - start_time),1) )
else
sleep(10)
@@ -283,4 +301,10 @@ datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
/client/verb/spawn_FS()
new /datum/failsafe()
*/
/client/verb/machines_list()
for(var/i=1,i<=machines.len,i++)
var/machine = machines[i]
if(istype(machine,/datum)) world.log << machine:type
else world.log << machine
*/

View File

@@ -97,14 +97,6 @@
onclose(user, "computer")
return
//Why is this in robot/computer and why does it exist when /obj/machinery/computer/engine does not? -Nodrak
/*/obj/machinery/computer/engine/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
return*/
/obj/machinery/computer/robotics/Topic(href, href_list)
if(..())
return

View File

@@ -50,8 +50,8 @@
obj/machinery/hydroponics/process()
if(myseed && !(myseed in contents))
contents += myseed
if(myseed && (myseed.loc != src))
myseed.loc = src
if(world.time > (src.lastcycle + src.cycledelay))
src.lastcycle = world.time

View File

@@ -16,7 +16,7 @@
src.icon_state = text("igniter[]", src.on)
return
/obj/machinery/igniter/process()
/obj/machinery/igniter/process() //ugh why is this even in process()?
if (src.on && !(stat & NOPOWER) )
var/turf/location = src.loc
if (isturf(location))

View File

@@ -93,24 +93,13 @@ Class Procs:
/obj/machinery/New()
..()
machines.Add(src)
machines += src
/obj/machinery/Del()
machines.Remove(src)
..()
/obj/machinery/process()//If you dont use process or power why are you here
/*
Big note: if do not call ..() in any machinery subtype process() call or it will
be removed from the list of machines to iterate. It is, however, okay to call ..()
if the machine has a parent process() call. For instance, machinery/atmospherics has a
root process() call, so things like cryocells can call ..() and not worry about
it getting removed from machines.
*/
machines.Remove(src) // uncommented by Doohl
return
return PROCESS_KILL
/obj/machinery/emp_act(severity)
if(use_power && stat == 0)

View File

@@ -891,8 +891,9 @@ obj/item/weapon/newspaper/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.paper_remaining--
return
/obj/machinery/newscaster/process() //Was thinking of doing the icon update through process, but multiple iterations per second does not
return //bode well with a newscaster network of 10+ machines. Let's just return it, as it's added in the machines list.
//Removed for now so these aren't even checked every tick. Left this here in-case Agouri needs it later.
///obj/machinery/newscaster/process() //Was thinking of doing the icon update through process, but multiple iterations per second does not
// return //bode well with a newscaster network of 10+ machines. Let's just return it, as it's added in the machines list.
/obj/machinery/newscaster/proc/newsAlert(channel) //This isn't Agouri's work, for it is ugly and vile.
var/turf/T = get_turf(src) //Who the fuck uses spawn(600) anyway, jesus christ

View File

@@ -12,12 +12,6 @@
..()
spawn(10) del src
/obj/effect/overlay/water
name = "water"
icon = 'icons/misc/beach.dmi'
icon_state = "water2"
layer = MOB_LAYER+0.1
/obj/effect/overlay/palmtree_r
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'

View File

@@ -592,7 +592,7 @@ var/list/mechtoys = list(
O.orderedby = idname
supply_shuttle.requestlist += O
temp = "Order requst placed.<BR>"
temp = "Order request placed.<BR>"
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A> | <A href='?src=\ref[src];confirmorder=[O.ordernum]'>Authorize Order</A>"
else if(href_list["confirmorder"])

View File

@@ -13,4 +13,8 @@
/turf/unsimulated/beach/water
name = "Water"
icon_state = "water"
icon_state = "water"
/turf/unsimulated/beach/water/New()
..()
overlays += image("icon"='icons/misc/beach.dmi',"icon_state"="water2","layer"=MOB_LAYER+0.1)

View File

@@ -674,8 +674,10 @@ note dizziness decrements automatically in the mob's Life() proc.
if(master_controller)
stat(null,"MasterController-[last_tick_duration] ([master_controller.processing?"On":"Off"]-[controller_iteration])")
stat(null,"Air-[master_controller.air_cost]\t Sun-[master_controller.sun_cost]")
stat(null,"Mob-[master_controller.mobs_cost]\t Dis-[master_controller.diseases_cost]")
stat(null,"Mch-[master_controller.machines_cost]\t Obj-[master_controller.objects_cost]")
stat(null,"Mob-[master_controller.mobs_cost]\t #[mob_list.len]")
stat(null,"Dis-[master_controller.diseases_cost]\t #[active_diseases.len]")
stat(null,"Mch-[master_controller.machines_cost]\t #[machines.len]")
stat(null,"Obj-[master_controller.objects_cost]\t #[processing_objects.len]")
stat(null,"Net-[master_controller.networks_cost]\t Pnet-[master_controller.powernets_cost]")
stat(null,"Tick-[master_controller.ticker_cost]\t ALL-[master_controller.total_cost]")
else

View File

@@ -4,11 +4,11 @@
var/name = "organ"
var/mob/owner = null
/datum/organ/proc/process()
return 0
///datum/organ/proc/process()
// return 0
/datum/organ/proc/receive_chem(chemical as obj)
return 0
///datum/organ/proc/receive_chem(chemical as obj)
// return 0

View File

@@ -80,7 +80,7 @@ proc/cardinalrange(var/center)
/obj/machinery/am_shielding/process()
if(!processing) ..()
if(!processing) . = PROCESS_KILL
//TODO: core functions and stability
//TODO: think about checking the airmix for plasma and increasing power output
return
@@ -174,7 +174,6 @@ proc/cardinalrange(var/center)
/obj/machinery/am_shielding/proc/shutdown_core()
processing = 0
machines.Remove(src)
if(!control_unit) return
control_unit.linked_cores.Remove(src)
control_unit.reported_core_efficiency -= efficiency

View File

@@ -573,7 +573,7 @@
#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
/obj/machinery/light/process()
/obj/machinery/light/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
if(on)
use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)

View File

@@ -105,22 +105,20 @@
s.set_up(5, 1, src)
s.start()
A.dir = src.dir
if(src.dir == 1)//Up
A.yo = 20
A.xo = 0
else if(src.dir == 2)//Down
A.yo = -20
A.xo = 0
else if(src.dir == 4)//Right
A.yo = 0
A.xo = 20
else if(src.dir == 8)//Left
A.yo = 0
A.xo = -20
else // Any other
A.yo = -20
A.xo = 0
A.process()
switch(dir)
if(NORTH)
A.yo = 20
A.xo = 0
if(EAST)
A.yo = 0
A.xo = 20
if(WEST)
A.yo = 0
A.xo = -20
else // Any other
A.yo = -20
A.xo = 0
A.process() //TODO: Carn: check this out
/obj/machinery/emitter/attackby(obj/item/W, mob/user)

View File

@@ -13,9 +13,7 @@
var/turf/T = get_turf(src)
if(src.energy >= 200)
new /obj/machinery/singularity/(T, 50)
spawn(0)
del(src)
return
if(src) del(src)
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))

View File

@@ -83,7 +83,7 @@
sunfrac = cos(p_angle) ** 2
/obj/machinery/power/solar/process()
/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
if(stat & BROKEN) return
if(!control) return
if(obscured) return
@@ -141,7 +141,7 @@
/obj/machinery/power/solar/fake/process()
machines.Remove(src)
. = PROCESS_KILL
return

View File

@@ -76,7 +76,7 @@
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
spawn(1) // slight delay to prevent infinite propagation due to map order
spawn(1) // slight delay to prevent infinite propagation due to map order //TODO: please no spawn() in process(). It's a very bad idea
var/items_moved = 0
for(var/atom/movable/A in affecting)
if(!A.anchored)

View File

@@ -82,7 +82,7 @@ var/global/list/obj/machinery/message_server/message_servers = list()
/obj/machinery/message_server/process()
//if(decryptkey == "password")
// decryptkey = generateKey()
if((stat & (BROKEN|NOPOWER)) && active)
if(active && (stat & (BROKEN|NOPOWER)))
active = 0
return
update_icon()

View File

@@ -90,7 +90,7 @@
..()
/obj/machinery/r_n_d/server/proc/
//Backup files to centcomm to help admins recover data after greifer attacks
/obj/machinery/r_n_d/server/proc/griefProtection()
for(var/obj/machinery/r_n_d/server/centcom/C in world)
@@ -190,7 +190,7 @@
no_id_servers -= S
/obj/machinery/r_n_d/server/centcom/process()
return
return PROCESS_KILL //don't need process()
/obj/machinery/computer/rdservercontrol

View File

@@ -495,3 +495,6 @@ var/list/liftable_structures = list(\
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
//some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 //Used to trigger removal from a processing list

View File

@@ -6162,7 +6162,7 @@
"coz" = (/turf/simulated/floor/holofloor{dir = 10; icon_state = "green"},/area/holodeck/source_basketball)
"coA" = (/obj/structure/holohoop{dir = 1},/turf/simulated/floor/holofloor{dir = 2; icon_state = "green"},/area/holodeck/source_basketball)
"coB" = (/turf/simulated/floor/holofloor{dir = 6; icon_state = "green"},/area/holodeck/source_basketball)
"coC" = (/obj/effect/overlay/water,/turf/simulated/beach/water,/area/holodeck/source_beach)
"coC" = (/turf/simulated/beach/water,/area/holodeck/source_beach)
"coD" = (/obj/structure/table/holotable,/turf/simulated/floor/holofloor{dir = 10; icon_state = "green"},/area/holodeck/source_thunderdomecourt)
"coE" = (/obj/structure/table/holotable,/obj/item/clothing/head/helmet/thunderdome,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/under/color/green,/obj/item/weapon/holo/esword/green,/turf/simulated/floor/holofloor{dir = 2; icon_state = "green"},/area/holodeck/source_thunderdomecourt)
"coF" = (/obj/structure/table/holotable,/obj/machinery/readybutton,/turf/simulated/floor/holofloor{dir = 6; icon_state = "green"},/area/holodeck/source_thunderdomecourt)
@@ -6974,7 +6974,7 @@
"cEf" = (/obj/machinery/vending/cigarette,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"cEg" = (/obj/structure/table,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"cEh" = (/obj/machinery/vending/cola,/obj/structure/window/reinforced{dir = 4},/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"cEi" = (/obj/effect/overlay/water,/turf/unsimulated/beach/water,/area/centcom/holding)
"cEi" = (/turf/unsimulated/beach/water,/area/centcom/holding)
"cEj" = (/turf/unsimulated/floor{dir = 8; icon_state = "red"},/area/tdome)
"cEk" = (/turf/unsimulated/floor{icon_state = "green"; dir = 4},/area/tdome)
"cEl" = (/obj/item/weapon/storage/firstaid/regular{pixel_x = 2; pixel_y = 6},/obj/item/weapon/storage/firstaid/regular{pixel_x = -2; pixel_y = 4},/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/shuttle/escape/centcom)
@@ -7094,7 +7094,7 @@
"cGv" = (/turf/unsimulated/beach/coastline{density = 1; opacity = 1},/area/beach)
"cGw" = (/turf/unsimulated/beach/coastline,/area/beach)
"cGx" = (/turf/unsimulated/beach/water{density = 1; opacity = 1},/area/beach)
"cGy" = (/obj/effect/overlay/water,/turf/unsimulated/beach/water,/area/beach)
"cGy" = (/turf/unsimulated/beach/water,/area/beach)
"cGz" = (/turf/unsimulated/wall,/area/wizard_station)
"cGA" = (/obj/structure/bookcase{name = "Forbidden Knowledge"},/obj/effect/decal/cleanable/cobweb,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station)
"cGB" = (/obj/structure/bookcase{name = "Forbidden Knowledge"},/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station)

View File

@@ -6,219 +6,6 @@
// BEGIN_FILE_DIR
#define FILE_DIR .
#define FILE_DIR "code"
#define FILE_DIR "code/ATMOSPHERICS"
#define FILE_DIR "code/ATMOSPHERICS/components"
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
#define FILE_DIR "code/controllers"
#define FILE_DIR "code/datums"
#define FILE_DIR "code/datums/diseases"
#define FILE_DIR "code/datums/helper_datums"
#define FILE_DIR "code/datums/spells"
#define FILE_DIR "code/defines"
#define FILE_DIR "code/defines/area"
#define FILE_DIR "code/defines/obj"
#define FILE_DIR "code/defines/procs"
#define FILE_DIR "code/defines/tanning"
#define FILE_DIR "code/FEA"
#define FILE_DIR "code/game"
#define FILE_DIR "code/game/area"
#define FILE_DIR "code/game/asteroid"
#define FILE_DIR "code/game/gamemodes"
#define FILE_DIR "code/game/gamemodes/blob"
#define FILE_DIR "code/game/gamemodes/blob/blobs"
#define FILE_DIR "code/game/gamemodes/changeling"
#define FILE_DIR "code/game/gamemodes/cult"
#define FILE_DIR "code/game/gamemodes/events"
#define FILE_DIR "code/game/gamemodes/events/holidays"
#define FILE_DIR "code/game/gamemodes/extended"
#define FILE_DIR "code/game/gamemodes/malfunction"
#define FILE_DIR "code/game/gamemodes/meteor"
#define FILE_DIR "code/game/gamemodes/nuclear"
#define FILE_DIR "code/game/gamemodes/revolution"
#define FILE_DIR "code/game/gamemodes/sandbox"
#define FILE_DIR "code/game/gamemodes/traitor"
#define FILE_DIR "code/game/gamemodes/wizard"
#define FILE_DIR "code/game/jobs"
#define FILE_DIR "code/game/jobs/job"
#define FILE_DIR "code/game/machinery"
#define FILE_DIR "code/game/machinery/atmoalter"
#define FILE_DIR "code/game/machinery/bots"
#define FILE_DIR "code/game/machinery/computer"
#define FILE_DIR "code/game/machinery/doors"
#define FILE_DIR "code/game/machinery/embedded_controller"
#define FILE_DIR "code/game/machinery/kitchen"
#define FILE_DIR "code/game/machinery/pipe"
#define FILE_DIR "code/game/machinery/telecomms"
#define FILE_DIR "code/game/mecha"
#define FILE_DIR "code/game/mecha/combat"
#define FILE_DIR "code/game/mecha/equipment"
#define FILE_DIR "code/game/mecha/equipment/tools"
#define FILE_DIR "code/game/mecha/equipment/weapons"
#define FILE_DIR "code/game/mecha/medical"
#define FILE_DIR "code/game/mecha/working"
#define FILE_DIR "code/game/objects"
#define FILE_DIR "code/game/objects/effects"
#define FILE_DIR "code/game/objects/effects/decals"
#define FILE_DIR "code/game/objects/effects/spawners"
#define FILE_DIR "code/game/objects/items"
#define FILE_DIR "code/game/objects/items/devices"
#define FILE_DIR "code/game/objects/items/devices/PDA"
#define FILE_DIR "code/game/objects/items/devices/radio"
#define FILE_DIR "code/game/objects/items/robot"
#define FILE_DIR "code/game/objects/items/stacks"
#define FILE_DIR "code/game/objects/items/stacks/sheets"
#define FILE_DIR "code/game/objects/items/stacks/tiles"
#define FILE_DIR "code/game/objects/items/weapons"
#define FILE_DIR "code/game/objects/items/weapons/grenades"
#define FILE_DIR "code/game/objects/items/weapons/implants"
#define FILE_DIR "code/game/objects/items/weapons/secstorage"
#define FILE_DIR "code/game/objects/items/weapons/storage"
#define FILE_DIR "code/game/objects/items/weapons/tanks"
#define FILE_DIR "code/game/objects/structures"
#define FILE_DIR "code/game/objects/structures/crates_lockers"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
#define FILE_DIR "code/game/turfs"
#define FILE_DIR "code/game/turfs/simulated"
#define FILE_DIR "code/game/turfs/unsimulated"
#define FILE_DIR "code/game/vehicles"
#define FILE_DIR "code/game/vehicles/airtight"
#define FILE_DIR "code/game/verbs"
#define FILE_DIR "code/js"
#define FILE_DIR "code/modules"
#define FILE_DIR "code/modules/admin"
#define FILE_DIR "code/modules/admin/DB ban"
#define FILE_DIR "code/modules/admin/verbs"
#define FILE_DIR "code/modules/assembly"
#define FILE_DIR "code/modules/client"
#define FILE_DIR "code/modules/clothing"
#define FILE_DIR "code/modules/clothing/glasses"
#define FILE_DIR "code/modules/clothing/gloves"
#define FILE_DIR "code/modules/clothing/head"
#define FILE_DIR "code/modules/clothing/masks"
#define FILE_DIR "code/modules/clothing/shoes"
#define FILE_DIR "code/modules/clothing/spacesuits"
#define FILE_DIR "code/modules/clothing/suits"
#define FILE_DIR "code/modules/clothing/under"
#define FILE_DIR "code/modules/clothing/under/jobs"
#define FILE_DIR "code/modules/critters"
#define FILE_DIR "code/modules/critters/hivebots"
#define FILE_DIR "code/modules/detectivework"
#define FILE_DIR "code/modules/flufftext"
#define FILE_DIR "code/modules/food"
#define FILE_DIR "code/modules/library"
#define FILE_DIR "code/modules/liquid"
#define FILE_DIR "code/modules/maps"
#define FILE_DIR "code/modules/mining"
#define FILE_DIR "code/modules/mob"
#define FILE_DIR "code/modules/mob/dead"
#define FILE_DIR "code/modules/mob/dead/observer"
#define FILE_DIR "code/modules/mob/living"
#define FILE_DIR "code/modules/mob/living/blob"
#define FILE_DIR "code/modules/mob/living/carbon"
#define FILE_DIR "code/modules/mob/living/carbon/alien"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
#define FILE_DIR "code/modules/mob/living/carbon/brain"
#define FILE_DIR "code/modules/mob/living/carbon/human"
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
#define FILE_DIR "code/modules/mob/living/silicon"
#define FILE_DIR "code/modules/mob/living/silicon/ai"
#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook"
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
#define FILE_DIR "code/modules/mob/living/silicon/pai"
#define FILE_DIR "code/modules/mob/living/silicon/robot"
#define FILE_DIR "code/modules/mob/living/simple_animal"
#define FILE_DIR "code/modules/mob/new_player"
#define FILE_DIR "code/modules/mob/organ"
#define FILE_DIR "code/modules/paperwork"
#define FILE_DIR "code/modules/power"
#define FILE_DIR "code/modules/power/antimatter"
#define FILE_DIR "code/modules/power/singularity"
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
#define FILE_DIR "code/modules/projectiles"
#define FILE_DIR "code/modules/projectiles/ammunition"
#define FILE_DIR "code/modules/projectiles/guns"
#define FILE_DIR "code/modules/projectiles/guns/energy"
#define FILE_DIR "code/modules/projectiles/guns/projectile"
#define FILE_DIR "code/modules/projectiles/projectile"
#define FILE_DIR "code/modules/reagents"
#define FILE_DIR "code/modules/reagents/reagent_containers"
#define FILE_DIR "code/modules/reagents/reagent_containers/food"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
#define FILE_DIR "code/modules/recycling"
#define FILE_DIR "code/modules/research"
#define FILE_DIR "code/modules/scripting"
#define FILE_DIR "code/modules/scripting/AST"
#define FILE_DIR "code/modules/scripting/AST/Operators"
#define FILE_DIR "code/modules/scripting/Implementations"
#define FILE_DIR "code/modules/scripting/Interpreter"
#define FILE_DIR "code/modules/scripting/Parser"
#define FILE_DIR "code/modules/scripting/Scanner"
#define FILE_DIR "code/modules/security levels"
#define FILE_DIR "code/unused"
#define FILE_DIR "code/unused/beast"
#define FILE_DIR "code/unused/computer2"
#define FILE_DIR "code/unused/disease2"
#define FILE_DIR "code/unused/gamemodes"
#define FILE_DIR "code/unused/hivebot"
#define FILE_DIR "code/unused/mining"
#define FILE_DIR "code/unused/optics"
#define FILE_DIR "code/unused/pda2"
#define FILE_DIR "code/unused/powerarmor"
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/carn"
#define FILE_DIR "code/WorkInProgress/mapload"
#define FILE_DIR "code/WorkInProgress/organs"
#define FILE_DIR "code/WorkInProgress/virus2"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/effects"
#define FILE_DIR "icons/mecha"
#define FILE_DIR "icons/misc"
#define FILE_DIR "icons/mob"
#define FILE_DIR "icons/obj"
#define FILE_DIR "icons/obj/assemblies"
#define FILE_DIR "icons/obj/atmospherics"
#define FILE_DIR "icons/obj/clothing"
#define FILE_DIR "icons/obj/doors"
#define FILE_DIR "icons/obj/machines"
#define FILE_DIR "icons/obj/pipes"
#define FILE_DIR "icons/pda_icons"
#define FILE_DIR "icons/spideros_icons"
#define FILE_DIR "icons/Testing"
#define FILE_DIR "icons/turf"
#define FILE_DIR "icons/vehicles"
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/effects"
#define FILE_DIR "sound/hallucinations"
#define FILE_DIR "sound/items"
#define FILE_DIR "sound/machines"
#define FILE_DIR "sound/mecha"
#define FILE_DIR "sound/misc"
#define FILE_DIR "sound/piano"
#define FILE_DIR "sound/voice"
#define FILE_DIR "sound/weapons"
#define FILE_DIR "tools"
#define FILE_DIR "tools/Redirector"
// END_FILE_DIR
// BEGIN_PREFERENCES
@@ -1109,7 +896,6 @@
#include "code\modules\power\switch.dm"
#include "code\modules\power\terminal.dm"
#include "code\modules\power\tracker.dm"
#include "code\modules\power\turbine.dm"
#include "code\modules\power\antimatter\containment_jar.dm"
#include "code\modules\power\antimatter\control.dm"
#include "code\modules\power\antimatter\shielding.dm"