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Update every initialize() proc to return an initialize hint.
* Yes, all of them. * Also did a few corrections to redundant New() and broken Destroy() along the way * Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion. * Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
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@@ -42,16 +42,16 @@ datum/controller/game_controller/proc/setup()
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transfer_controller = new
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admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)
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#if UNIT_TEST
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#define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
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#else
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#define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
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#endif
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// #if UNIT_TEST
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// #define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
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// #else
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// #define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
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// #endif
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datum/controller/game_controller/proc/setup_objects()
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#if !UNIT_TEST
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var/initialized_objects = 0
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#endif
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// #if !UNIT_TEST
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// var/initialized_objects = 0
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// #endif
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// Set up antagonists.
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populate_antag_type_list()
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