Refactors roundstart checks slightly

This commit is contained in:
CitadelStationBot
2017-04-26 17:06:29 -05:00
parent e7df2bc14a
commit 08a01aa11b
19 changed files with 59 additions and 19 deletions
+1 -1
View File
@@ -243,7 +243,7 @@ SUBSYSTEM_DEF(ticker)
send2irc("Server", "Round of [hide_mode ? "secret":"[mode.name]"] has started[allmins.len ? ".":" with no active admins online!"]")
/datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb)
if(current_state < GAME_STATE_PLAYING)
if(!HasRoundStarted())
LAZYADD(round_start_events, cb)
else
cb.InvokeAsync()
+17
View File
@@ -0,0 +1,17 @@
diff a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm (rejected hunks)
@@ -667,11 +667,11 @@ SUBSYSTEM_DEF(ticker)
return
INVOKE_ASYNC(SSmapping, /datum/controller/subsystem/mapping/.proc/maprotate)
+/datum/controller/subsystem/ticker/proc/HasRoundStarted()
+ return current_state >= GAME_STATE_PLAYING
-/world/proc/has_round_started()
- if (SSticker && SSticker.current_state >= GAME_STATE_PLAYING)
- return TRUE
- return FALSE
+/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
+ return current_state == GAME_STATE_PLAYING
/datum/controller/subsystem/ticker/Recover()
current_state = SSticker.current_state