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 | 
| VOTE_COUNT_METHOD_SINGLE | First past the post. One selection per person, and the selection with the most votes wins. | 
| VOTE_COUNT_METHOD_MULTI | Approval voting. Any number of selections per person, and the selection with the most votes wins. | 
| SSLIQUIDS_RUN_TYPE_TURFS | liquid defines | 
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()
SSLIQUIDS_RUN_TYPE_TURFS
            
         
    
    liquid defines
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
VOTE_COUNT_METHOD_MULTI
            
         
    
    Approval voting. Any number of selections per person, and the selection with the most votes wins.
VOTE_COUNT_METHOD_SINGLE
            
         
    
    First past the post. One selection per person, and the selection with the most votes wins.
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