Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -6,17 +6,4 @@ var/timezoneOffset = 0 // The difference betwen midnight (of the host computer)
|
||||
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
|
||||
var/fileaccess_timer = 0
|
||||
|
||||
var/TAB = " "
|
||||
|
||||
|
||||
|
||||
var/map_ready = 0
|
||||
/*
|
||||
basically, this will be used to avoid initialize() being called twice for objects
|
||||
initialize() is necessary because the map is instanced on a turf-by-turf basis
|
||||
i.e. all obj on a turf are instanced, then all mobs on that turf, before moving to the next turf (starting bottom-left)
|
||||
This means if we want to say, get any neighbouring objects in New(), only objects to the south and west will exist yet.
|
||||
Therefore, we'd need to use spawn inside New() to wait for the surrounding turf contents to be instanced
|
||||
However, using lots of spawn has a severe performance impact, and often results in spaghetti-code
|
||||
map_ready will be set to 1 when world/New() is called (which happens just after the map is instanced)
|
||||
*/
|
||||
var/TAB = " "
|
||||
Reference in New Issue
Block a user