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Conflicts: code/game/objects/effects/overlays.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm
58 lines
1.3 KiB
Plaintext
58 lines
1.3 KiB
Plaintext
//Faster version of the one in machinery.dm
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var/global/list/fast_machines = list()
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/datum/controller/process/fast_machinery
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schedule_interval = 7 // every 0.6 second.
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/datum/controller/process/fast_machinery/setup()
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name = "fast_machinery"
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/datum/controller/process/fast_machinery/doWork()
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//#ifdef PROFILE_MACHINES
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//machine_profiling.len = 0
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//#endif
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if(!fast_machines || !fast_machines.len) return
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for(var/i = 1 to fast_machines.len)
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if(i > fast_machines.len)
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break
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try
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var/obj/machinery/M = fast_machines[i]
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if(istype(M) && !M.gcDestroyed)
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if(M.timestopped) continue
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#ifdef PROFILE_MACHINES
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var/time_start = world.timeofday
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#endif
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if(M.process() == PROCESS_KILL)
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M.inMachineList = 0
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fast_machines.Remove(M)
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continue
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if(M && M.use_power)
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M.auto_use_power()
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if(istype(M))
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#ifdef PROFILE_MACHINES
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var/time_end = world.timeofday
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if(!(M.type in machine_profiling))
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machine_profiling[M.type] = 0
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machine_profiling[M.type] += (time_end - time_start)
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#endif
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else
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if(!fast_machines.Remove(M))
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fast_machines.Cut(i, i + 1)
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else
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if(M)
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M.inMachineList = 0
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if(!fast_machines.Remove(M))
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fast_machines.Cut(i, i + 1)
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catch(var/exception/e)
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world.Error(e)
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continue
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if(!(i % 20)) scheck() |