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fix a whoops with INITIALIZE_IMMEDIATE
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@@ -31,7 +31,7 @@
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//type and all subtypes should always call Initialize in New()
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//type and all subtypes should always call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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..();\
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if(!initialized) {\
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if(!(atom_flags & ATOM_INITIALIZED)) {\
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args[1] = TRUE;\
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args[1] = TRUE;\
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SSatoms?.InitAtom(src, args);\
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SSatoms?.InitAtom(src, args);\
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}\
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}\
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@@ -110,4 +110,4 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
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#define FIRE_PRIORITY_PROJECTILES 150
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#define FIRE_PRIORITY_PROJECTILES 150
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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