diff --git a/code/game/atoms_movable.dm b/code/game/atoms_movable.dm index b8673b497d5..7dd8d0c5be8 100644 --- a/code/game/atoms_movable.dm +++ b/code/game/atoms_movable.dm @@ -26,7 +26,7 @@ // If you're wondering what goofery this is, this is for things that need the environment // around them set up - like `air_update_turf` and the like - if((ticker && ticker.current_state == GAME_STATE_PLAYING)) + if((ticker && ticker.current_state >= GAME_STATE_SETTING_UP)) attempt_init() /atom/movable/Destroy() @@ -231,7 +231,7 @@ if(isobj(A)) if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement src.throw_impact(A,speed) - + /atom/movable/proc/throw_at_fast(atom/target, range, speed, thrower, no_spin) set waitfor = 0 throw_at(target, range, speed, thrower, no_spin) diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index b48f21a60cd..7145bd88bb7 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -66,8 +66,6 @@ var/global/list/default_medbay_channels = list( /obj/item/device/radio/New() ..() wires = new(src) - if(radio_controller) - initialize() internal_channels = default_internal_channels.Copy() global_radios |= src