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[TM FOR THE LOVE OF GOD] Makes a bunch of random things initialise. (#25539)
* I disabled my lunacy inhibitors * Update code/game/objects/objs.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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+10
-11
@@ -39,17 +39,6 @@
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var/list/req_one_access = null
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var/req_one_access_txt = "0"
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/obj/New()
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..()
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if(obj_integrity == null)
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obj_integrity = max_integrity
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Initialize(mapload)
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. = ..()
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if(islist(armor))
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@@ -61,6 +50,15 @@
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if(sharp)
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AddComponent(/datum/component/surgery_initiator)
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if(obj_integrity == null)
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obj_integrity = max_integrity
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
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// Calling Topic without a corresponding window open causes runtime errors
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if(!nowindow && ..())
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@@ -86,6 +84,7 @@
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if(!ismachinery(src))
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if(!speed_process)
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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// AA 2024-05-20 - processing var?????
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else
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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