code/__DEFINES/_subsystems.dm

TIMER_DELETE_ME | Delete the timer on parent datum Destroy() and when deltimer'd |
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PROCESS_KILL | Used to trigger object removal from a processing list |
INITIALIZE_HINT_QDEL_FORCE | Call qdel with a force of TRUE after initialization |
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. |
SSEXPLOSIONS_MOVABLES | Explosion Subsystem subtasks |
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 |
SS_MOBS_BUCKET_DELAY | Mobs subsystem defines The mobs subsystem buckets up mobs to smooth out processing load, each 5 ticks it fires, but won't actually run Life on every fire() Instead it buckets mobs and ends up running Life on every mob every 2 seconds but since subsystem wait only considers the last fire, we need to multiply wait enough that it matches the 2 second interval Life is actually running on |
Define Details
INITIALIZE_HINT_QDEL_FORCE
Call qdel with a force of TRUE after initialization
PROCESS_KILL
Used to trigger object removal from a processing list
SSEXPLOSIONS_MOVABLES
Explosion Subsystem subtasks
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_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
SS_MOBS_BUCKET_DELAY
Mobs subsystem defines The mobs subsystem buckets up mobs to smooth out processing load, each 5 ticks it fires, but won't actually run Life on every fire() Instead it buckets mobs and ends up running Life on every mob every 2 seconds but since subsystem wait only considers the last fire, we need to multiply wait enough that it matches the 2 second interval Life is actually running on
TIMER_DELETE_ME
Delete the timer on parent datum Destroy() and when deltimer'd
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