code/__DEFINES/subsystems.dm
Defines for subsystems and overlays Lots of important stuff in here, make sure you have your brain switched on when editing this file | |
DB_MAJOR_VERSION | DB major schema version |
---|---|
DB_MINOR_VERSION | DB minor schema version |
TIMER_UNIQUE | Don't run if there is an identical unique timer active |
TIMER_OVERRIDE | For unique timers: Replace the old timer rather then not start this one |
TIMER_CLIENT_TIME | Timing should be based on how timing progresses on clients, not the server. |
TIMER_STOPPABLE | Timer can be stopped using deltimer() |
TIMER_NO_HASH_WAIT | prevents distinguishing identical timers with the wait variable |
TIMER_LOOP | Loops the timer repeatedly until qdeleted |
TIMER_DELETE_ME | Delete the timer on parent datum Destroy() and when deltimer'd |
TIMER_ID_NULL | Empty ID define |
INITIALIZATION_INSSATOMS | New should not call Initialize |
INITIALIZATION_INNEW_MAPLOAD | New should call Initialize(TRUE) |
INITIALIZATION_INNEW_REGULAR | New should call Initialize(FALSE) |
INITIALIZE_HINT_NORMAL | Nothing happens |
INITIALIZE_HINT_LATELOAD | call LateInitialize at the end of all atom Initalization |
INITIALIZE_HINT_QDEL | Call qdel on the atom after intialization |
INITIALIZE_IMMEDIATE | type and all subtypes should always immediately call Initialize in New() |
SS_INIT_FAILURE | Negative values incidate a failure or warning of some kind, positive are good. 0 and 1 are unused so that TRUE and FALSE are guarenteed to be invalid values. Subsystem failed to initialize entirely. Print a warning, log, and disable firing. |
SS_INIT_NONE | The default return value which must be overriden. Will succeed with a warning. |
SS_INIT_SUCCESS | Subsystem initialized sucessfully. |
SS_INIT_NO_NEED | Successful, but don't print anything. Useful if subsystem was disabled. |
SS_INIT_NO_MESSAGE | Succesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil) |
GAME_STATE_STARTUP | Game is loading |
GAME_STATE_PREGAME | Game is loaded and in pregame lobby |
GAME_STATE_SETTING_UP | Game is attempting to start the round |
GAME_STATE_PLAYING | Game has round in progress |
GAME_STATE_FINISHED | Game has round finished |
END_ROUND_AS_NORMAL | Default, round is not being forced to end. |
FORCE_END_ROUND | End the round now as normal |
ADMIN_FORCE_END_ROUND | For admin forcing roundend, can be used to distinguish the two |
addtimer | Create a new timer and add it to the queue. |
SS_INIT_TIMER_KEY | The timer key used to know how long subsystem initialization takes |
Define Details
ADMIN_FORCE_END_ROUND
For admin forcing roundend, can be used to distinguish the two
DB_MAJOR_VERSION
DB major schema version
Update this whenever the db schema changes
make sure you add an update to the schema_version stable in the db changelog
DB_MINOR_VERSION
DB minor schema version
Update this whenever the db schema changes
make sure you add an update to the schema_version stable in the db changelog
END_ROUND_AS_NORMAL
Default, round is not being forced to end.
FORCE_END_ROUND
End the round now as normal
GAME_STATE_FINISHED
Game has round finished
GAME_STATE_PLAYING
Game has round in progress
GAME_STATE_PREGAME
Game is loaded and in pregame lobby
GAME_STATE_SETTING_UP
Game is attempting to start the round
GAME_STATE_STARTUP
Game is loading
INITIALIZATION_INNEW_MAPLOAD
New should call Initialize(TRUE)
INITIALIZATION_INNEW_REGULAR
New should call Initialize(FALSE)
INITIALIZATION_INSSATOMS
New should not call Initialize
INITIALIZE_HINT_LATELOAD
call LateInitialize at the end of all atom Initalization
The item will be added to the late_loaders list, this is iterated over after initalization of subsystems is complete and calls LateInitalize on the atom see this file for the LateIntialize proc
INITIALIZE_HINT_NORMAL
Nothing happens
INITIALIZE_HINT_QDEL
Call qdel on the atom after intialization
INITIALIZE_IMMEDIATE
type and all subtypes should always immediately call Initialize in New()
SS_INIT_FAILURE
Negative values incidate a failure or warning of some kind, positive are good. 0 and 1 are unused so that TRUE and FALSE are guarenteed to be invalid values. Subsystem failed to initialize entirely. Print a warning, log, and disable firing.
SS_INIT_NONE
The default return value which must be overriden. Will succeed with a warning.
SS_INIT_NO_MESSAGE
Succesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
SS_INIT_NO_NEED
Successful, but don't print anything. Useful if subsystem was disabled.
SS_INIT_SUCCESS
Subsystem initialized sucessfully.
SS_INIT_TIMER_KEY
The timer key used to know how long subsystem initialization takes
TIMER_CLIENT_TIME
Timing should be based on how timing progresses on clients, not the server.
Tracking this is more expensive, should only be used in conjuction with things that have to progress client side, such as animate() or sound()
TIMER_DELETE_ME
Delete the timer on parent datum Destroy() and when deltimer'd
TIMER_ID_NULL
Empty ID define
TIMER_LOOP
Loops the timer repeatedly until qdeleted
In most cases you want a subsystem instead, so don't use this unless you have a good reason
TIMER_NO_HASH_WAIT
prevents distinguishing identical timers with the wait variable
To be used with TIMER_UNIQUE
TIMER_OVERRIDE
For unique timers: Replace the old timer rather then not start this one
TIMER_STOPPABLE
Timer can be stopped using deltimer()
TIMER_UNIQUE
Don't run if there is an identical unique timer active
if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, and returns the id of the existing timer
addtimer
Create a new timer and add it to the queue.
- Arguments:
-
- callback the callback to call on timer finish
-
- wait deciseconds to run the timer for
-
- flags flags for this timer, see: code__DEFINES\subsystems.dm
-
- timer_subsystem the subsystem to insert this timer into