#define MC_TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? pause() : 0 ) // Used to smooth out costs to try and avoid oscillation. #define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current)) #define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current)) #define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current)) #define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;} #define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) Datum.isprocessing = 1;Processor.processing += Datum #define STOP_PROCESSING(Processor, Datum) if (Datum.isprocessing) Datum.isprocessing = 0;Processor.processing -= Datum //SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier) //subsystem should fire during pre-game lobby. #define SS_FIRE_IN_LOBBY 1 //subsystem does not initialize. #define SS_NO_INIT 2 //subsystem does not fire. // (like can_fire = 0, but keeps it from getting added to the processing subsystems list) // (Requires a MC restart to change) #define SS_NO_FIRE 4 //subsystem only runs on spare cpu (after all non-background subsystems have ran that tick) // SS_BACKGROUND has its own priority bracket #define SS_BACKGROUND 8 //subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background)) #define SS_NO_TICK_CHECK 16 //Treat wait as a tick count, not DS, run every wait ticks. // (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems) // (implies SS_FIRE_IN_LOBBY because of how it works) // (overrides SS_BACKGROUND) // This is designed for basically anything that works as a mini-mc (like SStimer) #define SS_TICKER 32 //keep the subsystem's timing on point by firing early if it fired late last fire because of lag // ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds. #define SS_KEEP_TIMING 64 //Calculate its next fire after its fired. // (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be) // This flag overrides SS_KEEP_TIMING #define SS_POST_FIRE_TIMING 128 //Timing subsystem #define GLOBAL_PROC "some_magic_bullshit"