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Kapu1178francinum
andauthored
The Split (#926)
* radio rename * Disable science * balance occupation panel * department datum shuffle * datacore * SSdatacore * manifest_general to manifest_station * progress on crew manifest * rename crew manifest to staff manifest * fix latejoin menu * departmental paychecks * AAS helpers * Job code edits * alert people of temporary heads * qol * on join message changes * job bans work correctly * encryption keys * remove departmental security * remove science roles and dep * delet science * Lights-Out Helper * Delet (2) * Fix lightsout helper * Final Changes * misc fingerprint fixes * update revolution * gov't * player facing antag cleanup * fixes * gov't stuff * blah * fixes * add a single light * individual reagent crates * Savepoint * money rebalance * govt order console * runtime * update screenshots * Final (for now) (I will kill the showroom another time) * Fix compile error * crew manifest cringe code * ACCESS_HEADS ---> ACCESS_MANAGEMENT * remove * idk why this is like this but whatever * fry borrowing * improve contrast * touch up job stuffs * i like delegate better * adjustments * rename captain encryption key * fixes * change name * static chat tags * better tooltip code * fix * fix... * radio tags * macro * bring back the jumpsuit * whoop * fix landmarks * remove debug code * fixes * fed * mime clown compression * paycheck and supervisors cleanup * tweaks * fix tracy * Map Changes Temporary holder for an unapproved proposed change. * Adds a ryetalin pillbottle to the pharmacy Just a small stock. Just in case, now that genetics is dead. * prettier * bundle of fixes, mostly job stuff * new new player panel * remove some mars exec references * bad del * on join info + fixes * fix cryo despawn * fix access --------- Co-authored-by: Francinum <[email protected]>
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_maps/map_files/Theseus/Theseus.dmm

+20,611-30,487
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_maps/map_files/Theseus/medbay_holder.dmm

+1,037-1,039
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_maps/map_files/Theseus/medbay_vendor_concept.dmm

+455
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_maps/shuttles/whiteship_box.dmm

+2-2
Original file line numberDiff line numberDiff line change
@@ -306,7 +306,7 @@
306306
melee_damage_lower = 11;
307307
melee_damage_upper = 11;
308308
name = "Rotting Carcass";
309-
zombiejob = "Assistant"
309+
zombiejob = "Civilian"
310310
},
311311
/turf/open/floor/iron/white/corner{
312312
dir = 1
@@ -1558,7 +1558,7 @@
15581558
melee_damage_lower = 11;
15591559
melee_damage_upper = 11;
15601560
name = "Rotting Carcass";
1561-
zombiejob = "Assistant"
1561+
zombiejob = "Civilian"
15621562
},
15631563
/turf/open/floor/iron,
15641564
/area/shuttle/abandoned/medbay)

code/__DEFINES/access.dm

+4-4
Original file line numberDiff line numberDiff line change
@@ -27,7 +27,7 @@
2727
#define ACCESS_TELEPORTER 17
2828
#define ACCESS_EVA 18
2929
/// Bridge, EVA storage windoors, gateway shutters, AI integrity restorer, comms console
30-
#define ACCESS_HEADS 19
30+
#define ACCESS_MANAGEMENT 19
3131
#define ACCESS_CAPTAIN 20
3232
#define ACCESS_ALL_PERSONAL_LOCKERS 21
3333
#define ACCESS_CHAPEL_OFFICE 22
@@ -172,7 +172,7 @@
172172
/// Bitflag for Private Command ID card accesses. See PRIVATE_COMMAND_ACCESS.
173173
#define ACCESS_FLAG_PRV_COMMAND (1 << 2)
174174
/// Displayed name for Captain ID card accesses.
175-
#define ACCESS_FLAG_CAPTAIN_NAME "Captain"
175+
#define ACCESS_FLAG_CAPTAIN_NAME "Superintendent"
176176
/// Bitflag for Captain ID card accesses. See CAPTAIN_ACCESS.
177177
#define ACCESS_FLAG_CAPTAIN (1 << 3)
178178
/// Displayed name for Centcom ID card accesses.
@@ -294,7 +294,7 @@
294294
ACCESS_RC_ANNOUNCE, \
295295
ACCESS_VAULT, \
296296
ACCESS_TECH_STORAGE, \
297-
ACCESS_HEADS, \
297+
ACCESS_MANAGEMENT, \
298298
ACCESS_TELEPORTER, \
299299
ACCESS_ARMORY, \
300300
ACCESS_AI_UPLOAD, \
@@ -455,7 +455,7 @@
455455
#define REGION_COMMAND "Command"
456456
/// Used to seed the accesses_by_region list in SSid_access. A list of all command regional accesses that are overseen by the Captain.
457457
#define REGION_ACCESS_COMMAND list( \
458-
ACCESS_HEADS, \
458+
ACCESS_MANAGEMENT, \
459459
ACCESS_RC_ANNOUNCE, \
460460
ACCESS_KEYCARD_AUTH, \
461461
ACCESS_CHANGE_IDS, \

code/__DEFINES/cargo.dm

+7-1
Original file line numberDiff line numberDiff line change
@@ -38,7 +38,7 @@
3838
#define SUPPLYPOD_X_OFFSET -16
3939

4040
/// The baseline unit for cargo crates. Adjusting this will change the cost of all in-game shuttles, crate export values, bounty rewards, and all supply pack import values, as they use this as their unit of measurement.
41-
#define CARGO_CRATE_VALUE 200
41+
#define CARGO_CRATE_VALUE 10
4242

4343
GLOBAL_LIST_EMPTY(supplypod_loading_bays)
4444

@@ -58,3 +58,9 @@ GLOBAL_LIST_INIT(podstyles, list(\
5858
list(POD_SHAPE_OTHER, "gondola", FALSE, FALSE, FALSE, RUBBLE_NONE, "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
5959
list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, FALSE, FALSE, "rl_click", "give_po")\
6060
))
61+
62+
// Supply pack flags
63+
#define SUPPLY_PACK_EMAG (1<<0)
64+
#define SUPPLY_PACK_CONTRABAND (1<<1)
65+
#define SUPPLY_PACK_DROPPOD_ONLY (1<<2)
66+
#define SUPPLY_PACK_GOVERNMENT (1<<3)

code/__DEFINES/construction.dm

+2
Original file line numberDiff line numberDiff line change
@@ -63,6 +63,8 @@
6363
//windows affected by Nar'Sie turn this color.
6464
#define NARSIE_WINDOW_COLOUR "#7D1919"
6565

66+
#define IRON_VALUE_PER_UNIT 0.0004
67+
6668
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
6769
#define MINERAL_MATERIAL_AMOUNT 2000
6870
//The maximum size of a stack object.

code/__DEFINES/datacore.dm

+42
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,42 @@
1+
#define DATACORE_ID "id"
2+
#define DATACORE_NAME "name"
3+
#define DATACORE_AGE "age"
4+
#define DATACORE_GENDER "gender"
5+
#define DATACORE_SPECIES "species"
6+
#define DATACORE_FINGERPRINT "fingerprint"
7+
#define DATACORE_APPEARANCE "character_appearance"
8+
#define DATACORE_MINDREF "mind"
9+
#define DATACORE_DNA_IDENTITY "identity"
10+
#define DATACORE_DNA_FEATURES "features"
11+
12+
#define DATACORE_PHYSICAL_HEALTH "p_stat"
13+
#define DATACORE_MENTAL_HEALTH "m_stat"
14+
#define DATACORE_BLOOD_TYPE "blood_type"
15+
#define DATACORE_BLOOD_DNA "b_dna"
16+
#define DATACORE_DISEASES "cdi"
17+
#define DATACORE_DISEASES_DETAILS "cdi_d"
18+
#define DATACORE_DISABILITIES "ma_dis"
19+
#define DATACORE_DISABILITIES_DETAILS "ma_dis_d"
20+
21+
#define DATACORE_NOTES "notes"
22+
#define DATACORE_NOTES_DETAILS "notes_d"
23+
24+
#define DATACORE_RANK "rank"
25+
#define DATACORE_INITIAL_RANK "initial_rank"
26+
#define DATACORE_TRIM "trim"
27+
#define DATACORE_PDA_ID "pda_id"
28+
29+
#define DATACORE_CRIMES "crim"
30+
#define DATACORE_CRIMINAL_STATUS "criminal"
31+
#define DATACORE_CITATIONS "citation"
32+
33+
/// Keys for SSdatacore.library
34+
#define DATACORE_RECORDS_STATION "general"
35+
#define DATACORE_RECORDS_SECURITY "security"
36+
#define DATACORE_RECORDS_MEDICAL "medical"
37+
#define DATACORE_RECORDS_LOCKED "locked"
38+
39+
#define DATACORE_RECORDS_AETHER "aether"
40+
#define DATACORE_RECORDS_DAEDALUS "daedalus"
41+
#define DATACORE_RECORDS_HERMES "hermes"
42+
#define DATACORE_RECORDS_MARS "mars"

code/__DEFINES/dcs/signals/signals_datum.dm

-9
Original file line numberDiff line numberDiff line change
@@ -38,12 +38,3 @@
3838
/// From /datum/gas_mixture/proc/react: ()
3939
#define COMSIG_GASMIX_REACTED "comsig_gasmix_reacted"
4040

41-
// Modular computer's file signals. Tells the program datum something is going on.
42-
/// From /obj/item/computer_hardware/hard_drive/proc/store_file: ()
43-
#define COMSIG_MODULAR_COMPUTER_FILE_ADDING "comsig_modular_computer_file_adding"
44-
/// From /obj/item/computer_hardware/hard_drive/proc/store_file: ()
45-
#define COMSIG_MODULAR_COMPUTER_FILE_ADDED "comsig_modular_computer_file_adding"
46-
/// From /obj/item/computer_hardware/hard_drive/proc/remove_file: ()
47-
#define COMSIG_MODULAR_COMPUTER_FILE_DELETING "comsig_modular_computer_file_deleting"
48-
/// From /obj/item/computer_hardware/hard_drive/proc/store_file: ()
49-
#define COMSIG_MODULAR_COMPUTER_FILE_DELETED "comsig_modular_computer_file_adding"

code/__DEFINES/economy.dm

+16-46
Original file line numberDiff line numberDiff line change
@@ -1,70 +1,40 @@
1-
/// Number of paychecks jobs start with at the creation of a new bank account for a player (So at shift-start or game join, but not a blank new account.)
2-
#define STARTING_PAYCHECKS 7
31
/// How much mail the Economy SS will create per minute, regardless of firing time.
4-
#define MAX_MAIL_PER_MINUTE 3
2+
#define MAX_MAIL_PER_MINUTE 0.05
53
/// Probability of using letters of envelope sprites on all letters.
64
#define FULL_CRATE_LETTER_ODDS 70
75

8-
//
9-
#define PAYCHECK_PRISONER 25
10-
#define PAYCHECK_ASSISTANT 50
11-
#define PAYCHECK_MINIMAL 55
12-
#define PAYCHECK_EASY 60
13-
#define PAYCHECK_MEDIUM 75
14-
#define PAYCHECK_HARD 100
15-
#define PAYCHECK_COMMAND 200
166

17-
#define PAYCHECK_ZERO 0
7+
/// The baseline cost for basically everything in the game
8+
#define PAYCHECK_ASSISTANT 10
189

19-
///The amount of money taken from station master and distributed to all departments every 5 minutes.
20-
#define ECON_STATION_PAYOUT 6000
21-
///The amount of money in a department account where station master will stop filling it up.
22-
#define ECON_STATION_PAYOUT_MAX 5000
10+
#define PAYCHECK_MINIMAL (PAYCHECK_ASSISTANT * 2)
11+
#define PAYCHECK_EASY (PAYCHECK_ASSISTANT * 2.5)
12+
#define PAYCHECK_MEDIUM (PAYCHECK_ASSISTANT * 4)
13+
#define PAYCHECK_HARD (PAYCHECK_ASSISTANT * 7)
14+
#define PAYCHECK_COMMAND (PAYCHECK_ASSISTANT * 20)
2315

24-
///The minimum amount of money in the station master account required for a departmental payout
25-
#define ECON_STATION_PAYOUT_REQUIREMENT 600
16+
#define PAYCHECK_ZERO 0
2617

2718
//A multiplier for when you buy from your department.
2819
#define VENDING_DISCOUNT 0
2920

30-
///NOT USED FOR ECONOMY
31-
#define ACCOUNT_CIV "CIV"
32-
33-
3421
#define ACCOUNT_ENG "ENG"
35-
#define ACCOUNT_ENG_NAME "Engineering Budget"
36-
#define ACCOUNT_SCI "SCI"
37-
#define ACCOUNT_SCI_NAME "Scientific Budget"
22+
#define ACCOUNT_ENG_NAME "Daedalus Industries Funds"
3823
#define ACCOUNT_MED "MED"
39-
#define ACCOUNT_MED_NAME "Medical Budget"
24+
#define ACCOUNT_MED_NAME "Aether Pharmaceuticals Funds"
4025
#define ACCOUNT_SRV "SRV"
41-
#define ACCOUNT_SRV_NAME "Service Budget"
4226
#define ACCOUNT_CAR "CAR"
43-
#define ACCOUNT_CAR_NAME "Cargo Budget"
27+
#define ACCOUNT_CAR_NAME "Hermes Galactic Freight Funds"
4428
#define ACCOUNT_SEC "SEC"
45-
#define ACCOUNT_SEC_NAME "Defense Budget"
46-
47-
/// The number of departmental accounts for the economy. DOES NOT INCLUDE STATION MASTER.
48-
#define ECON_NUM_DEPARTMENT_ACCOUNTS 6
29+
#define ACCOUNT_SEC_NAME "Mars People's Coalition Budget"
4930

5031
#define ACCOUNT_STATION_MASTER "STA"
5132
#define ACCOUNT_STATION_MASTER_NAME "Station Budget"
5233

53-
#define NO_FREEBIES "commies go home"
34+
#define ACCOUNT_GOV "GOV"
35+
#define ACCOUNT_GOV_NAME "Special Order Budget"
5436

55-
//Defines that set what kind of civilian bounties should be applied mid-round.
56-
#define CIV_JOB_BASIC 1
57-
#define CIV_JOB_ROBO 2
58-
#define CIV_JOB_CHEF 3
59-
#define CIV_JOB_SEC 4
60-
#define CIV_JOB_DRINK 5
61-
#define CIV_JOB_CHEM 6
62-
#define CIV_JOB_VIRO 7
63-
#define CIV_JOB_ENG 9
64-
#define CIV_JOB_MINE 10
65-
#define CIV_JOB_MED 11
66-
#define CIV_JOB_GROW 12
67-
#define CIV_JOB_RANDOM 13
37+
#define NO_FREEBIES "commies go home"
6838

6939
//By how much should the station's inflation value be multiplied by when dividing the civilian bounty's reward?
7040
#define BOUNTY_MULTIPLIER 10

code/__DEFINES/jobs.dm

+20-26
Original file line numberDiff line numberDiff line change
@@ -28,20 +28,18 @@
2828
*/
2929

3030
//No department
31-
#define JOB_ASSISTANT "Assistant"
31+
#define JOB_ASSISTANT "Civilian"
3232
#define JOB_PRISONER "Prisoner"
3333
//Command
34-
#define JOB_CAPTAIN "Captain"
35-
#define JOB_HEAD_OF_PERSONNEL "Head of Personnel"
36-
#define JOB_SECURITY_MARSHAL "Security Marshal"
37-
#define JOB_RESEARCH_DIRECTOR "Research Director"
38-
#define JOB_CHIEF_ENGINEER "Chief Engineer"
39-
#define JOB_MEDICAL_DIRECTOR "Medical Director"
34+
#define JOB_CAPTAIN "Superintendent"
35+
#define JOB_HEAD_OF_PERSONNEL "Delegate"
36+
#define JOB_SECURITY_CONSULTANT "Security Consultant"
4037
//Silicon
4138
#define JOB_AI "AI"
4239
#define JOB_CYBORG "Cyborg"
4340
#define JOB_PERSONAL_AI "Personal AI"
4441
//Security
42+
#define JOB_SECURITY_MARSHAL "Security Marshal"
4543
#define JOB_WARDEN "Brig Lieutenant"
4644
#define JOB_DETECTIVE "Private Investigator"
4745
#define JOB_SECURITY_OFFICER "Security Officer"
@@ -50,17 +48,15 @@
5048
#define JOB_SECURITY_OFFICER_SCIENCE "Security Officer (Science)"
5149
#define JOB_SECURITY_OFFICER_SUPPLY "Security Officer (Cargo)"
5250
//Engineering
51+
#define JOB_CHIEF_ENGINEER "Chief Engineer"
5352
#define JOB_STATION_ENGINEER "Station Engineer"
5453
#define JOB_ATMOSPHERIC_TECHNICIAN "Atmospheric Technician"
5554
//Medical
55+
#define JOB_MEDICAL_DIRECTOR "Medical Director"
5656
#define JOB_MEDICAL_DOCTOR "General Practitioner"
5757
#define JOB_PARAMEDIC "Paramedic"
5858
#define JOB_CHEMIST "Chemist"
5959
#define JOB_VIROLOGIST "Virologist"
60-
//Science
61-
#define JOB_SCIENTIST "Scientist"
62-
#define JOB_ROBOTICIST "Roboticist"
63-
#define JOB_GENETICIST "Geneticist"
6460
//Supply
6561
#define JOB_QUARTERMASTER "Quartermaster"
6662
#define JOB_DECKHAND "Deckhand"
@@ -71,7 +67,6 @@
7167
#define JOB_COOK "Cook"
7268
#define JOB_JANITOR "Janitor"
7369
#define JOB_CLOWN "Clown"
74-
#define JOB_MIME "Mime"
7570
#define JOB_ARCHIVIST "Archivist"
7671
#define JOB_LAWYER "Lawyer"
7772
#define JOB_CHAPLAIN "Chaplain"
@@ -102,25 +97,27 @@
10297
#define DEPARTMENT_UNASSIGNED "No department assigned"
10398

10499
#define DEPARTMENT_BITFLAG_SECURITY (1<<0)
105-
#define DEPARTMENT_SECURITY "Security"
106-
#define DEPARTMENT_BITFLAG_COMMAND (1<<1)
107-
#define DEPARTMENT_COMMAND "Command"
100+
#define DEPARTMENT_SECURITY "Mars Private Security"
101+
#define DEPARTMENT_BITFLAG_MANAGEMENT (1<<1)
102+
#define DEPARTMENT_MANAGEMENT "Management"
108103
#define DEPARTMENT_BITFLAG_SERVICE (1<<2)
109-
#define DEPARTMENT_SERVICE "Service"
104+
#define DEPARTMENT_SERVICE "Independant"
110105
#define DEPARTMENT_BITFLAG_CARGO (1<<3)
111-
#define DEPARTMENT_CARGO "Cargo"
106+
#define DEPARTMENT_CARGO "Hermes Galactic Freight"
112107
#define DEPARTMENT_BITFLAG_ENGINEERING (1<<4)
113-
#define DEPARTMENT_ENGINEERING "Engineering"
108+
#define DEPARTMENT_ENGINEERING "Daedalus Industries"
114109
#define DEPARTMENT_BITFLAG_SCIENCE (1<<5)
115110
#define DEPARTMENT_SCIENCE "Science"
116111
#define DEPARTMENT_BITFLAG_MEDICAL (1<<6)
117-
#define DEPARTMENT_MEDICAL "Medical"
112+
#define DEPARTMENT_MEDICAL "Aether Pharmaceuticals"
118113
#define DEPARTMENT_BITFLAG_SILICON (1<<7)
119114
#define DEPARTMENT_SILICON "Silicon"
120115
#define DEPARTMENT_BITFLAG_ASSISTANT (1<<8)
121-
#define DEPARTMENT_ASSISTANT "Assistant"
116+
#define DEPARTMENT_ASSISTANT "Civilian"
122117
#define DEPARTMENT_BITFLAG_CAPTAIN (1<<9)
123118
#define DEPARTMENT_CAPTAIN "Captain"
119+
#define DEPARTMENT_BITFLAG_COMPANY_LEADER (1<<10)
120+
#define DEPARTMENT_COMPANY_LEADER "Company Leader"
124121

125122
/* Job datum job_flags */
126123
/// Whether the mob is announced on arrival.
@@ -133,15 +130,12 @@
133130
#define JOB_CREW_MEMBER (1<<3)
134131
/// Whether this job can be joined through the new_player menu.
135132
#define JOB_NEW_PLAYER_JOINABLE (1<<4)
136-
/// Whether this job appears in bold in the job menu.
137-
#define JOB_BOLD_SELECT_TEXT (1<<5)
138133
/// Reopens this position if we lose the player at roundstart.
139-
#define JOB_REOPEN_ON_ROUNDSTART_LOSS (1<<6)
134+
#define JOB_REOPEN_ON_ROUNDSTART_LOSS (1<<5)
140135
/// If the player with this job can have quirks assigned to him or not. Relevant for new player joinable jobs and roundstart antags.
141-
#define JOB_ASSIGN_QUIRKS (1<<7)
136+
#define JOB_ASSIGN_QUIRKS (1<<6)
142137
/// Whether this job can be an intern.
143-
#define JOB_CAN_BE_INTERN (1<<8)
144-
138+
#define JOB_CAN_BE_INTERN (1<<7)
145139

146140
#define FACTION_NONE "None"
147141
#define FACTION_STATION "Station"

code/__DEFINES/paint.dm

+1-1
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@
99
#define PAINT_STRIPE_PRIAPUS PAINT_STRIPE_DAEDALUS
1010

1111
//Mars Executive Outcomes
12-
#define PAINT_WALL_MARSEXECUTIVE PAINT_WALL_DAEDALUS
12+
#define PAINT_WALL_MARS PAINT_WALL_DAEDALUS
1313
#define PAINT_STRIPE_MARSEXECUTIVE "#683822"
1414

1515
//Medical

code/__DEFINES/radio.dm

+6-6
Original file line numberDiff line numberDiff line change
@@ -2,30 +2,30 @@
22

33
//say based modes like binary are in living/say.dm
44

5-
#define RADIO_CHANNEL_COMMON "Common"
5+
#define RADIO_CHANNEL_COMMON "Local"
66
#define RADIO_KEY_COMMON ";"
77

8-
#define RADIO_CHANNEL_SECURITY "Security"
8+
#define RADIO_CHANNEL_SECURITY "Mars"
99
#define RADIO_KEY_SECURITY "s"
1010
#define RADIO_TOKEN_SECURITY ":s"
1111

12-
#define RADIO_CHANNEL_ENGINEERING "Engineering"
12+
#define RADIO_CHANNEL_ENGINEERING "Daedalus"
1313
#define RADIO_KEY_ENGINEERING "e"
1414
#define RADIO_TOKEN_ENGINEERING ":e"
1515

16-
#define RADIO_CHANNEL_COMMAND "Command"
16+
#define RADIO_CHANNEL_COMMAND "Management"
1717
#define RADIO_KEY_COMMAND "c"
1818
#define RADIO_TOKEN_COMMAND ":c"
1919

2020
#define RADIO_CHANNEL_SCIENCE "Science"
2121
#define RADIO_KEY_SCIENCE "n"
2222
#define RADIO_TOKEN_SCIENCE ":n"
2323

24-
#define RADIO_CHANNEL_MEDICAL "Medical"
24+
#define RADIO_CHANNEL_MEDICAL "Aether"
2525
#define RADIO_KEY_MEDICAL "m"
2626
#define RADIO_TOKEN_MEDICAL ":m"
2727

28-
#define RADIO_CHANNEL_SUPPLY "Supply"
28+
#define RADIO_CHANNEL_SUPPLY "Hermes"
2929
#define RADIO_KEY_SUPPLY "u"
3030
#define RADIO_TOKEN_SUPPLY ":u"
3131

code/__DEFINES/subsystems.dm

+7-6
Original file line numberDiff line numberDiff line change
@@ -131,12 +131,13 @@
131131
#define INIT_ORDER_MATERIALS 72 //HAS to be before reagents, reagents have materials
132132
#define INIT_ORDER_REAGENTS 71 //HAS to be before mapping and assets - both create objects, which creates reagents, which relies on lists made in this subsystem
133133
#define INIT_ORDER_EVENTS 70
134-
#define INIT_ORDER_IDACCESS 66
135-
#define INIT_ORDER_JOBS 65 // Must init before atoms, to set up properly the dynamic job lists.
136-
#define INIT_ORDER_AI_MOVEMENT 56 //We need the movement setup
137-
#define INIT_ORDER_MEDIA 56 //Needs to init before ticker to generate the login music pool
138-
#define INIT_ORDER_AI_CONTROLLERS 55 //So the controller can get the ref
139-
#define INIT_ORDER_TICKER 55
134+
#define INIT_ORDER_IDACCESS 68
135+
#define INIT_ORDER_JOBS 67 // Must init before atoms, to set up properly the dynamic job lists.
136+
#define INIT_ORDER_AI_MOVEMENT 66 //We need the movement setup
137+
#define INIT_ORDER_MEDIA 64 //Needs to init before ticker to generate the login music pool
138+
#define INIT_ORDER_DATACORE 63 // Must come before SSticker so datacore reading things can access it
139+
#define INIT_ORDER_AI_CONTROLLERS 62 //So the controller can get the ref
140+
#define INIT_ORDER_TICKER 61
140141
#define INIT_ORDER_TCG 55
141142
#define INIT_ORDER_MAPPING 50
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#define INIT_ORDER_EARLY_ASSETS 49

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