Makes the KA and energy guns use Initialize instead of New fixing the KA runtime (#13227)

* Makes the KA and energy guns use Initialize instead of New

* Fixes
This commit is contained in:
farie82
2020-04-09 22:58:10 -06:00
committed by GitHub
parent f555d49b9a
commit 4d4da7653d
6 changed files with 16 additions and 16 deletions
+2 -2
View File
@@ -32,8 +32,8 @@
/obj/item/gun/energy/get_cell()
return cell
/obj/item/gun/energy/New()
..()
/obj/item/gun/energy/Initialize(mapload, ...)
. = ..()
if(cell_type)
cell = new cell_type(src)
else
@@ -36,9 +36,9 @@
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
actions_types = list(/datum/action/item_action/toggle_gunlight)
/obj/item/gun/energy/gun/mini/New()
/obj/item/gun/energy/gun/mini/Initialize(mapload, ...)
gun_light = new /obj/item/flashlight/seclite(src)
..()
. = ..()
cell.maxcharge = 600
cell.charge = 600
@@ -341,8 +341,8 @@
var/emagged = 0 //ups the temperature cap from 500 to 1000, targets hit by beams over 500 Kelvin will burst into flames
var/dat = ""
/obj/item/gun/energy/temperature/New()
..()
/obj/item/gun/energy/temperature/Initialize(mapload, ...)
. = ..()
update_icon()
START_PROCESSING(SSobj, src)