Refactors roundstart checks slightly
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@@ -48,7 +48,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
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// Has round started? (So we know what subsystems to run)
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var/round_started = 0
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var/local_round_started = FALSE //Don't read this var, use SSticker.HasRoundStarted() instead
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// The type of the last subsystem to be process()'d.
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var/last_type_processed
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@@ -189,7 +189,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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// Notify the MC that the round has started.
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/datum/controller/master/proc/RoundStart()
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round_started = 1
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local_round_started = TRUE
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var/timer = world.time
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for (var/datum/controller/subsystem/SS in subsystems)
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if (SS.flags & SS_FIRE_IN_LOBBY || SS.flags & SS_TICKER)
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@@ -222,7 +222,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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// local vars rock
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// Schedule the first run of the Subsystems.
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round_started = world.has_round_started()
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local_round_started = world.has_round_started()
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//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
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var/list/tickersubsystems = list()
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var/list/normalsubsystems = list()
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@@ -245,7 +245,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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lobbysubsystems += SS
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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else if (round_started)
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else if (local_round_started)
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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normalsubsystems += SS
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@@ -296,7 +296,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time))
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new/datum/controller/failsafe() // (re)Start the failsafe.
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if (!queue_head || !(iteration % 3))
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if (round_started)
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if (local_round_started)
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subsystems_to_check = normalsubsystems
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else
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subsystems_to_check = lobbysubsystems
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