mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-17 21:52:42 +00:00
/atom New() => Initialize() [MDB IGNORE] (#8298)
* Find and replace argless atom New() to Initialize(). * Manual replacement of no-arg New() to Initialize(). * Manually replacing remaining New() overrides. * Fixing linter issues with now-removed New() args. * Tidying area init overrides. * Porting Neb's atom subsystem. * Trying to isolate init problems. * Adjusting Init code post-test. * Merging duplicate Initialize() procs. * Merge resolution.
This commit is contained in:
@@ -17,8 +17,8 @@
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var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
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var/caseless = null //Caseless ammo deletes its self once the projectile is fired.
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/obj/item/ammo_casing/New()
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..()
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/obj/item/ammo_casing/Initialize()
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. = ..()
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if(ispath(projectile_type))
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BB = new projectile_type(src)
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randpixel_xy()
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@@ -125,8 +125,8 @@
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var/list/icon_keys = list() //keys
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var/list/ammo_states = list() //values
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/obj/item/ammo_magazine/New()
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..()
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/obj/item/ammo_magazine/Initialize()
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. = ..()
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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if(multiple_sprites)
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@@ -26,13 +26,13 @@
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var/emagged = 0 // If you emag the smart mag, you can get the bullets out by clicking it
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/obj/item/ammo_magazine/smart/New()
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/obj/item/ammo_magazine/smart/Initialize()
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START_PROCESSING(SSobj, src)
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..()
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. = ..()
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/obj/item/ammo_magazine/smart/Destroy()
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STOP_PROCESSING(SSobj, src)
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..()
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. = ..()
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/obj/item/ammo_magazine/smart/process()
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if(!holding_gun) // Yes, this is awful, sorry. Don't know a better way to figure out if we've been moved into or out of a gun.
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@@ -9,19 +9,18 @@
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var/do_rotation = TRUE
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/obj/item/weapon/broken_gun/New(var/newloc, var/path)
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..()
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/obj/item/weapon/broken_gun/Initialize(var/ml, var/path)
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. = ..(ml)
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if(path)
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if(!setup_gun(path))
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qdel(src)
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return
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setup_repair_needs()
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addtimer(CALLBACK(src, .proc/validate_gun_type), 30 SECONDS)
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/obj/item/weapon/broken_gun/Initialize()
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. = ..()
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spawn(30 SECONDS)
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if(!my_guntype && !QDELETED(src))
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qdel(src)
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/obj/item/weapon/broken_gun/proc/validate_gun_type()
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if(!my_guntype && !QDELETED(src))
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qdel(src)
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/obj/item/weapon/broken_gun/examine(mob/user)
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. = ..()
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@@ -1,9 +1,9 @@
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/obj/item/weapon/broken_gun/laserrifle/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/energy/laser/empty)
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/obj/item/weapon/broken_gun/laserrifle/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/energy/laser/empty)
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/obj/item/weapon/broken_gun/laser_retro/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/energy/retro/empty)
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/obj/item/weapon/broken_gun/laser_retro/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/energy/retro/empty)
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/obj/item/weapon/broken_gun/ionrifle/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/energy/ionrifle/empty)
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/obj/item/weapon/broken_gun/ionrifle/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/energy/ionrifle/empty)
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@@ -1,3 +1,3 @@
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/obj/item/weapon/broken_gun/grenadelauncher/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/launcher/grenade)
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/obj/item/weapon/broken_gun/grenadelauncher/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/launcher/grenade)
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@@ -1,3 +1,3 @@
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/obj/item/weapon/broken_gun/flechette/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/magnetic/railgun/flechette)
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/obj/item/weapon/broken_gun/flechette/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/magnetic/railgun/flechette)
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@@ -1,18 +1,18 @@
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/obj/item/weapon/broken_gun/c20r/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/projectile/automatic/c20r/empty)
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/obj/item/weapon/broken_gun/c20r/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/projectile/automatic/c20r/empty)
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/obj/item/weapon/broken_gun/silenced45/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/projectile/silenced/empty)
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/obj/item/weapon/broken_gun/silenced45/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/projectile/silenced/empty)
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/obj/item/weapon/broken_gun/pumpshotgun/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/projectile/shotgun/pump/empty)
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/obj/item/weapon/broken_gun/pumpshotgun/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/projectile/shotgun/pump/empty)
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/obj/item/weapon/broken_gun/pumpshotgun_combat/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/projectile/shotgun/pump/combat/empty)
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/obj/item/weapon/broken_gun/pumpshotgun_combat/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/projectile/shotgun/pump/combat/empty)
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/obj/item/weapon/broken_gun/z8/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/projectile/automatic/z8/empty)
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/obj/item/weapon/broken_gun/z8/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/projectile/automatic/z8/empty)
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/obj/item/weapon/broken_gun/dartgun/New(var/newloc)
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..(newloc, /obj/item/weapon/gun/projectile/dartgun)
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/obj/item/weapon/broken_gun/dartgun/Initialize(var/ml)
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. = ..(ml, /obj/item/weapon/gun/projectile/dartgun)
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@@ -93,8 +93,8 @@
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var/last_shot = 0 //records the last shot fired
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/obj/item/weapon/gun/New()
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..()
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/obj/item/weapon/gun/Initialize()
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. = ..()
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for(var/i in 1 to firemodes.len)
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firemodes[i] = new /datum/firemode(src, firemodes[i])
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@@ -307,6 +307,7 @@
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src.add_fingerprint(usr)
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/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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set waitfor = FALSE
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if(!user || !target) return
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if(target.z != user.z) return
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@@ -14,14 +14,12 @@
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var/active = 0//Just tells us that it was clicked on so we should start shooting
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var/delay_del = 0//Delays the del if we retarget without shooting
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/obj/screen/auto_target/New(loc, var/obj/item/weapon/gun/G)
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..()
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gun = G
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var/image/I = image('icons/effects/Targeted.dmi', src, "locked")
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I.override = 1
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usr << I
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//autodel() //Currently doesn't really work right.
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return
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/obj/screen/auto_target/Initialize(var/ml, var/obj/item/weapon/gun/G)
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. = ..()
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gun = G
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var/image/I = image('icons/effects/Targeted.dmi', src, "locked")
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I.override = 1
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usr << I
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/obj/screen/auto_target/CanPass()//Everything should ignore this guy and just pass by
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return 1
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@@ -24,8 +24,8 @@
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var/battery_lock = 0 //If set, weapon cannot switch batteries
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/obj/item/weapon/gun/energy/New()
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..()
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/obj/item/weapon/gun/energy/Initialize()
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. = ..()
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if(self_recharge)
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
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START_PROCESSING(SSobj, src)
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@@ -20,8 +20,8 @@
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var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
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// For reference, a fully pressurized oxy tank at 50% gas release firing a health
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// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
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/obj/item/weapon/gun/launcher/pneumatic/New()
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..()
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/obj/item/weapon/gun/launcher/pneumatic/Initialize()
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. = ..()
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item_storage = new(src)
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item_storage.name = "hopper"
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item_storage.max_w_class = max_w_class
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@@ -303,7 +303,7 @@
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return new projectile_type(src)
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/obj/item/weapon/gun/magnetic/fuelrod/New()
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/obj/item/weapon/gun/magnetic/fuelrod/Initialize()
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cell = new /obj/item/weapon/cell/high
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capacitor = new /obj/item/weapon/stock_parts/capacitor
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. = ..()
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@@ -28,8 +28,8 @@
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//Excessively long because it won't accept subtypes for some reason!
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/obj/item/weapon/gun/energy/modular/New() //Initialize our components.
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..()
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/obj/item/weapon/gun/energy/modular/Initialize()
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. = ..()
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guncomponents = list()
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guncomponents += new /obj/item/weapon/stock_parts/capacitor
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guncomponents += new /obj/item/weapon/stock_parts/micro_laser
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@@ -33,8 +33,8 @@
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//var/list/icon_keys = list() //keys
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//var/list/ammo_states = list() //values
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/obj/item/weapon/gun/projectile/New(loc, var/starts_loaded = 1)
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..()
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/obj/item/weapon/gun/projectile/Initialize(var/ml, var/starts_loaded = 1)
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. = ..()
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if(starts_loaded)
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if(ispath(ammo_type) && (load_method & (SINGLE_CASING|SPEEDLOADER)))
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for(var/i in 1 to max_shells)
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@@ -163,8 +163,8 @@
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var/use_launcher = 0
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var/obj/item/weapon/gun/launcher/grenade/underslung/launcher
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/obj/item/weapon/gun/projectile/automatic/z8/New()
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..()
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/obj/item/weapon/gun/projectile/automatic/z8/Initialize()
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. = ..()
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launcher = new(src)
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/obj/item/weapon/gun/projectile/automatic/z8/attackby(obj/item/I, mob/user)
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@@ -7,9 +7,9 @@
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muzzle_type = null
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/obj/item/projectile/bullet/chemdart/New()
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reagents = new/datum/reagents(reagent_amount)
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reagents.my_atom = src
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/obj/item/projectile/bullet/chemdart/Initialize()
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create_reagents(reagent_amount)
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. = ..()
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/obj/item/projectile/bullet/chemdart/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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if(blocked < 2 && isliving(target))
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@@ -69,8 +69,8 @@
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var/container_type = /obj/item/weapon/reagent_containers/glass/beaker
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var/list/starting_chems = null
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/obj/item/weapon/gun/projectile/dartgun/New()
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..()
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/obj/item/weapon/gun/projectile/dartgun/Initialize()
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. = ..()
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if(starting_chems)
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for(var/chem in starting_chems)
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var/obj/B = new container_type(src)
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@@ -269,13 +269,13 @@
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/obj/item/ammo_casing/a545 = "5.45mm"
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)
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/obj/item/weapon/gun/projectile/pirate/New()
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/obj/item/weapon/gun/projectile/pirate/Initialize()
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ammo_type = pick(ammo_types)
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desc += " Uses [ammo_types[ammo_type]] rounds."
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var/obj/item/ammo_casing/ammo = ammo_type
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caliber = initial(ammo.caliber)
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..()
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. = ..()
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/obj/item/weapon/gun/projectile/derringer
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name = "derringer"
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@@ -198,10 +198,10 @@
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var/list/tertiary_loaded = list()
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/obj/item/weapon/gun/projectile/revolver/lemat/New()
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/obj/item/weapon/gun/projectile/revolver/lemat/Initialize()
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for(var/i in 1 to secondary_max_shells)
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secondary_loaded += new secondary_ammo_type(src)
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..()
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. = ..()
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/obj/item/weapon/gun/projectile/revolver/lemat/verb/swap_firingmode()
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set name = "Swap Firing Mode"
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@@ -49,24 +49,24 @@
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name = "AM rifle barrel"
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icon_state = "heavysniper-barrel"
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/obj/item/sniper_rifle_part/barrel/New()
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..()
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/obj/item/sniper_rifle_part/barrel/Initialize()
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. = ..()
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barrel = src
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/obj/item/sniper_rifle_part/stock
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name = "AM rifle stock"
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icon_state = "heavysniper-stock"
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/obj/item/sniper_rifle_part/stock/New()
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..()
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/obj/item/sniper_rifle_part/stock/Initialize()
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. = ..()
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stock = src
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/obj/item/sniper_rifle_part/trigger_group
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name = "AM rifle trigger assembly"
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icon_state = "heavysniper-trig"
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/obj/item/sniper_rifle_part/trigger_group/New()
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..()
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/obj/item/sniper_rifle_part/trigger_group/Initialize()
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. = ..()
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trigger_group = src
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/obj/item/sniper_rifle_part/attack_self(mob/user as mob)
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@@ -18,8 +18,8 @@
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fire_sound = 'sound/weapons/bladeslice.ogg'
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fire_sound_text = "a strange noise"
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/obj/item/weapon/gun/launcher/spikethrower/New()
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..()
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/obj/item/weapon/gun/launcher/spikethrower/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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last_regen = world.time
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@@ -14,16 +14,16 @@
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/obj/item/projectile/energy/blob/splattering
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splatter = TRUE
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/obj/item/projectile/energy/blob/New()
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/obj/item/projectile/energy/blob/Initialize()
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if(splatter)
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create_reagents(splatter_volume)
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ready_chemicals()
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..()
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. = ..()
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/obj/item/projectile/energy/blob/Destroy()
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qdel(reagents)
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reagents = null
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..()
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. = ..()
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/obj/item/projectile/energy/blob/on_impact(var/atom/A)
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if(splatter)
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@@ -66,7 +66,7 @@
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..() //initial flash
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//residual illumination
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new /obj/effect/effect/smoke/illumination(src.loc, rand(190,240) SECONDS, range=8, power=3, color=light_colour) //same lighting power as flare
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new /obj/effect/effect/smoke/illumination(src.loc, rand(190,240) SECONDS, 8, 3, light_colour) //same lighting power as flare
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/obj/item/projectile/energy/electrode
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name = "electrode"
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@@ -18,10 +18,12 @@
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var/active = 0 // Is our owner intending to take hostages?
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var/target_permissions = 0 // Permission bitflags.
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/obj/aiming_overlay/New(var/newowner)
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..()
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owner = newowner
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loc = null
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/obj/aiming_overlay/Initialize()
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. = ..()
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owner = loc
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if(!istype(owner))
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return INITIALIZE_HINT_QDEL
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moveToNullspace()
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verbs.Cut()
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/obj/aiming_overlay/proc/toggle_permission(var/perm)
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