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Fixes a compile error with the Initialize() proc
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@@ -144,7 +144,7 @@
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// 'Reactive' beam parts do something when touched or stood in.
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/obj/effect/ebeam/reactive
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/obj/effect/ebeam/reactive/initialize()
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/obj/effect/ebeam/reactive/Initialize()
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processing_objects += src
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return ..()
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@@ -262,7 +262,7 @@ steam.start() -- spawns the effect
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opacity = FALSE
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var/strength = 5 // How much damage to do inside each affect()
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/obj/effect/effect/smoke/elemental/initialize()
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/obj/effect/effect/smoke/elemental/Initialize()
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processing_objects += src
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return ..()
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@@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(all_beam_points)
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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.
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var/beam_sleep_time = 3 // How often the beam updates visually. Suggested to leave this alone, 3 is already fast.
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/obj/effect/map_effect/beam_point/initialize()
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/obj/effect/map_effect/beam_point/Initialize()
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GLOB.all_beam_points += src
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if(make_beams_on_init)
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create_beams()
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@@ -7,7 +7,7 @@
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var/effect_cardinals_only = FALSE // If true, effects only move in cardinal directions.
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var/effect_forced_dir = null // If set, effects emitted will always move in this direction.
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/obj/effect/map_effect/interval/effect_emitter/initialize()
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/obj/effect/map_effect/interval/effect_emitter/Initialize()
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effect_system = new effect_system_type()
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effect_system.attach(src)
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configure_effects()
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@@ -27,7 +27,7 @@
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var/interval_upper_bound = 5 SECONDS // Higher number for above.
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var/halt = FALSE // Set to true to stop the loop when it reaches the next iteration.
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/obj/effect/map_effect/interval/initialize()
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/obj/effect/map_effect/interval/Initialize()
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handle_interval_delay()
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return ..()
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@@ -4,7 +4,7 @@
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icon_state = "radiation_emitter"
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var/radiation_power = 30 // Bigger numbers means more radiation.
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/obj/effect/map_effect/radiation_emitter/initialize()
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/obj/effect/map_effect/radiation_emitter/Initialize()
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processing_objects += src
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return ..()
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