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Merge pull request #31713 from vuonojenmustaturska/initializefixesoct
Fixes a bunch of runtimes involving supermatter suicides, also some initialize fixes
This commit is contained in:
committed by
CitadelStationBot
parent
be2dc49384
commit
4e4f2fa19d
@@ -310,7 +310,7 @@
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/obj/effect/landmark/servant_of_ratvar/Initialize(mapload)
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/obj/effect/landmark/servant_of_ratvar/Initialize(mapload)
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..()
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..()
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GLOB.servant_spawns += loc
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GLOB.servant_spawns += loc
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qdel(src)
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return INITIALIZE_HINT_QDEL
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//City of Cogs entrances
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//City of Cogs entrances
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/obj/effect/landmark/city_of_cogs
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/obj/effect/landmark/city_of_cogs
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@@ -320,7 +320,7 @@
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/obj/effect/landmark/city_of_cogs/Initialize(mapload)
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/obj/effect/landmark/city_of_cogs/Initialize(mapload)
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..()
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..()
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GLOB.city_of_cogs_spawns += loc
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GLOB.city_of_cogs_spawns += loc
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qdel(src)
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return INITIALIZE_HINT_QDEL
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//generic event spawns
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//generic event spawns
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/obj/effect/landmark/event_spawn
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/obj/effect/landmark/event_spawn
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@@ -650,7 +650,7 @@
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/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
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/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
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if(fulltile)
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if(fulltile)
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made_glow = TRUE
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made_glow = TRUE
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..()
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. = ..()
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QDEL_LIST(debris)
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QDEL_LIST(debris)
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var/amount_of_gears = 2
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var/amount_of_gears = 2
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if(fulltile)
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if(fulltile)
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@@ -59,7 +59,7 @@
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var/obj/effect/clockwork/overlay/wall/realappearence
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var/obj/effect/clockwork/overlay/wall/realappearence
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/turf/closed/wall/clockwork/Initialize()
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/turf/closed/wall/clockwork/Initialize()
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..()
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. = ..()
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new /obj/effect/temp_visual/ratvar/wall(src)
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new /obj/effect/temp_visual/ratvar/wall(src)
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new /obj/effect/temp_visual/ratvar/beam(src)
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new /obj/effect/temp_visual/ratvar/beam(src)
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realappearence = new /obj/effect/clockwork/overlay/wall(src)
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realappearence = new /obj/effect/clockwork/overlay/wall(src)
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@@ -34,7 +34,7 @@
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dust_animation()
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dust_animation()
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spawn_dust(just_ash)
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spawn_dust(just_ash)
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qdel(src)
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QDEL_IN(src,5) // since this is sometimes called in the middle of movement, allow half a second for movement to finish, ghosting to happen and animation to play. Looks much nicer and doesn't cause multiple runtimes.
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/mob/living/proc/dust_animation()
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/mob/living/proc/dust_animation()
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return
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return
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@@ -86,7 +86,7 @@
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var/chnotify = 0
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var/chnotify = 0
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/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
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/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
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..()
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. = ..()
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if(!target_ai) //If there is no player/brain inside.
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if(!target_ai) //If there is no player/brain inside.
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new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
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new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
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qdel(src)//Delete AI.
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qdel(src)//Delete AI.
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@@ -988,6 +988,6 @@
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return
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return
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/mob/living/silicon/ai/spawned/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
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/mob/living/silicon/ai/spawned/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
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. = ..()
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if(!target_ai)
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if(!target_ai)
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target_ai = src //cheat! just give... ourselves as the spawned AI, because that's technically correct
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target_ai = src //cheat! just give... ourselves as the spawned AI, because that's technically correct
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..()
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