diff --git a/code/datums/beam.dm b/code/datums/beam.dm index 07407a3ddd..32cc5129c9 100644 --- a/code/datums/beam.dm +++ b/code/datums/beam.dm @@ -144,7 +144,7 @@ // 'Reactive' beam parts do something when touched or stood in. /obj/effect/ebeam/reactive -/obj/effect/ebeam/reactive/initialize() +/obj/effect/ebeam/reactive/Initialize() processing_objects += src return ..() diff --git a/code/game/objects/effects/effect_system.dm b/code/game/objects/effects/effect_system.dm index 67e0a87e8d..a52f67c6ea 100644 --- a/code/game/objects/effects/effect_system.dm +++ b/code/game/objects/effects/effect_system.dm @@ -262,7 +262,7 @@ steam.start() -- spawns the effect opacity = FALSE var/strength = 5 // How much damage to do inside each affect() -/obj/effect/effect/smoke/elemental/initialize() +/obj/effect/effect/smoke/elemental/Initialize() processing_objects += src return ..() diff --git a/code/game/objects/effects/map_effects/beam_point.dm b/code/game/objects/effects/map_effects/beam_point.dm index de6e2d58a5..524686874c 100644 --- a/code/game/objects/effects/map_effects/beam_point.dm +++ b/code/game/objects/effects/map_effects/beam_point.dm @@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(all_beam_points) var/beam_type = /obj/effect/ebeam // The type of beam. Default has no special properties. Some others may do things like hurt things touching it. var/beam_sleep_time = 3 // How often the beam updates visually. Suggested to leave this alone, 3 is already fast. -/obj/effect/map_effect/beam_point/initialize() +/obj/effect/map_effect/beam_point/Initialize() GLOB.all_beam_points += src if(make_beams_on_init) create_beams() diff --git a/code/game/objects/effects/map_effects/effect_emitter.dm b/code/game/objects/effects/map_effects/effect_emitter.dm index 6a7b599ccc..441ba957dd 100644 --- a/code/game/objects/effects/map_effects/effect_emitter.dm +++ b/code/game/objects/effects/map_effects/effect_emitter.dm @@ -7,7 +7,7 @@ var/effect_cardinals_only = FALSE // If true, effects only move in cardinal directions. var/effect_forced_dir = null // If set, effects emitted will always move in this direction. -/obj/effect/map_effect/interval/effect_emitter/initialize() +/obj/effect/map_effect/interval/effect_emitter/Initialize() effect_system = new effect_system_type() effect_system.attach(src) configure_effects() diff --git a/code/game/objects/effects/map_effects/map_effects.dm b/code/game/objects/effects/map_effects/map_effects.dm index 994e418f59..5cd79f1b0c 100644 --- a/code/game/objects/effects/map_effects/map_effects.dm +++ b/code/game/objects/effects/map_effects/map_effects.dm @@ -27,7 +27,7 @@ var/interval_upper_bound = 5 SECONDS // Higher number for above. var/halt = FALSE // Set to true to stop the loop when it reaches the next iteration. -/obj/effect/map_effect/interval/initialize() +/obj/effect/map_effect/interval/Initialize() handle_interval_delay() return ..() diff --git a/code/game/objects/effects/map_effects/radiation_emitter.dm b/code/game/objects/effects/map_effects/radiation_emitter.dm index 7af2a1af32..0d9af4d2da 100644 --- a/code/game/objects/effects/map_effects/radiation_emitter.dm +++ b/code/game/objects/effects/map_effects/radiation_emitter.dm @@ -4,7 +4,7 @@ icon_state = "radiation_emitter" var/radiation_power = 30 // Bigger numbers means more radiation. -/obj/effect/map_effect/radiation_emitter/initialize() +/obj/effect/map_effect/radiation_emitter/Initialize() processing_objects += src return ..()