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
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@@ -1,8 +1,8 @@
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#define MAX_THROWING_DIST 512 // 2 z-levels on default width
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#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
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var/datum/subsystem/throwing/SSthrowing
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var/datum/controller/subsystem/throwing/SSthrowing
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/datum/subsystem/throwing
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/datum/controller/subsystem/throwing
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name = "Throwing"
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priority = 25
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wait = 1
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@@ -11,16 +11,16 @@ var/datum/subsystem/throwing/SSthrowing
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var/list/currentrun
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var/list/processing
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/datum/subsystem/throwing/New()
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/datum/controller/subsystem/throwing/New()
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NEW_SS_GLOBAL(SSthrowing)
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processing = list()
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/datum/subsystem/throwing/stat_entry()
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/datum/controller/subsystem/throwing/stat_entry()
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..("P:[processing.len]")
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/datum/subsystem/throwing/fire(resumed = 0)
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/datum/controller/subsystem/throwing/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing.Copy()
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