Merge pull request #4949 from Citadel-Station-13/upstream-merge-34534
[MIRROR] Makes fire priority values defines
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@@ -75,36 +75,31 @@
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_IDLE_NPC 1
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#define FIRE_PRIORITY_SERVER_MAINT 1
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#define FIRE_PRIORITY_GARBAGE 4
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#define FIRE_PRIORITY_RESEARCH 4
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#define FIRE_PRIORITY_AIR 5
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#define FIRE_PRIORITY_NPC 5
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#define FIRE_PRIORITY_PROCESS 6
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#define FIRE_PRIORITY_THROWING 6
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#define FIRE_PRIORITY_FLIGHTPACKS 7
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#define FIRE_PRIORITY_SPACEDRIFT 7
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#define FIRE_PRIOTITY_SMOOTHING 8
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#define FIRE_PRIORITY_ORBIT 8
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#define FIRE_PRIORITY_OBJ 9
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#define FIRE_PRIORUTY_FIELDS 9
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#define FIRE_PRIORITY_ACID 9
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#define FIRE_PRIOTITY_BURNING 9
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#define FIRE_PRIORITY_INBOUNDS 9
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#define FIRE_PRIORITY_DEFAULT 10
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#define FIRE_PRIORITY_PARALLAX 11
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#define FIRE_PRIORITY_NETWORKS 12
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#define FIRE_PRIORITY_MOBS 13
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#define FIRE_PRIORITY_TGUI 14
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#define FIRE_PRIORITY_TICKER 19
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#define FIRE_PRIORITY_OVERLAYS 20
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#define FIRE_PRIORITY_INPUT 100 // This must always always be the max highest priority. Player input must never be lost.
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#define FIRE_PRIORITY_IDLE_NPC 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_RESEARCH 15
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#define FIRE_PRIORITY_AIR 20
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#define FIRE_PRIORITY_NPC 20
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#define FIRE_PRIORITY_PROCESS 25
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#define FIRE_PRIORITY_THROWING 25
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#define FIRE_PRIORITY_FLIGHTPACKS 30
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#define FIRE_PRIORITY_SPACEDRIFT 30
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#define FIRE_PRIOTITY_SMOOTHING 35
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#define FIRE_PRIORITY_ORBIT 35
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORUTY_FIELDS 40
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#define FIRE_PRIORITY_ACID 40
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#define FIRE_PRIOTITY_BURNING 40
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#define FIRE_PRIORITY_INBOUNDS 40
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_PARALLAX 65
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#define FIRE_PRIORITY_NETWORKS 80
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_TICKER 200
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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// SS runlevels
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