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.
This commit is contained in:
Leshana
2018-01-26 18:50:55 -05:00
parent ef73c090ab
commit cef001bf2a
114 changed files with 196 additions and 197 deletions
+8 -8
View File
@@ -42,16 +42,16 @@ datum/controller/game_controller/proc/setup()
transfer_controller = new
admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)
#if UNIT_TEST
#define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
#else
#define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
#endif
// #if UNIT_TEST
// #define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
// #else
// #define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
// #endif
datum/controller/game_controller/proc/setup_objects()
#if !UNIT_TEST
var/initialized_objects = 0
#endif
// #if !UNIT_TEST
// var/initialized_objects = 0
// #endif
// Set up antagonists.
populate_antag_type_list()