Overhauls and 2/28 sync (#244)
* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
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@@ -1,89 +1,17 @@
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var/datum/subsystem/objects/SSobj
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#define INITIALIZATION_INSSOBJ 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
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/datum/subsystem/objects
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name = "Objects"
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init_order = 12
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priority = 40
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flags = SS_NO_INIT
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var/initialized = INITIALIZATION_INSSOBJ
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var/old_initialized
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var/list/processing = list()
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var/list/currentrun = list()
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/datum/subsystem/objects/New()
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NEW_SS_GLOBAL(SSobj)
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/datum/subsystem/objects/Initialize(timeofdayl)
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fire_overlay.appearance_flags = RESET_COLOR
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setupGenetics() //to set the mutations' place in structural enzymes, so monkey.initialize() knows where to put the monkey mutation.
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initialized = INITIALIZATION_INNEW_MAPLOAD
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InitializeAtoms()
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. = ..()
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/datum/subsystem/objects/proc/InitializeAtoms(list/objects = null)
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if(initialized == INITIALIZATION_INSSOBJ)
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return
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var/list/late_loaders
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initialized = INITIALIZATION_INNEW_MAPLOAD
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if(objects)
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for(var/I in objects)
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var/atom/A = I
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if(!A.initialized) //this check is to make sure we don't call it twice on an object that was created in a previous Initialize call
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var/start_tick = world.time
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if(A.Initialize(TRUE))
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LAZYADD(late_loaders, A)
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if(start_tick != world.time)
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WARNING("[A]: [A.type] slept during it's Initialize!")
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CHECK_TICK
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testing("Initialized [objects.len] atoms")
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else
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#ifdef TESTING
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var/count = 0
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#endif
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for(var/atom/A in world)
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if(!A.initialized) //this check is to make sure we don't call it twice on an object that was created in a previous Initialize call
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var/start_tick = world.time
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if(A.Initialize(TRUE))
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LAZYADD(late_loaders, A)
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#ifdef TESTING
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else
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++count
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#endif TESTING
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if(start_tick != world.time)
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WARNING("[A]: [A.type] slept during it's Initialize!")
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CHECK_TICK
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testing("Roundstart initialized [count] atoms")
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initialized = INITIALIZATION_INNEW_REGULAR
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if(late_loaders)
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for(var/I in late_loaders)
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var/atom/A = I
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var/start_tick = world.time
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A.Initialize(FALSE)
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if(start_tick != world.time)
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WARNING("[A]: [A.type] slept during it's Initialize!")
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CHECK_TICK
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testing("Late-initialized [late_loaders.len] atoms")
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/datum/subsystem/objects/proc/map_loader_begin()
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old_initialized = initialized
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initialized = INITIALIZATION_INSSOBJ
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/datum/subsystem/objects/proc/map_loader_stop()
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initialized = old_initialized
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/datum/subsystem/objects/stat_entry()
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..("P:[processing.len]")
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/datum/subsystem/objects/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing.Copy()
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@@ -101,10 +29,4 @@ var/datum/subsystem/objects/SSobj
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return
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/datum/subsystem/objects/Recover()
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initialized = SSobj.initialized
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if(initialized == INITIALIZATION_INNEW_MAPLOAD)
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InitializeAtoms()
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old_initialized = SSobj.old_initialized
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if (istype(SSobj.processing))
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processing = SSobj.processing
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processing = SSobj.processing
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