Revert "[MIRROR] /atom New() => Initialize() [MDB IGNORE]"

This commit is contained in:
Novacat
2022-08-27 08:49:56 -04:00
committed by GitHub
parent 0be7af4774
commit 1aa4c73e8d
599 changed files with 3329 additions and 4983 deletions
@@ -10,13 +10,15 @@ var/global/list/ashtray_cache = list()
var/image/base_image
var/max_butts = 10
/obj/item/weapon/material/ashtray/Initialize(var/ml, var/material_name)
. = ..(ml, material_name)
/obj/item/weapon/material/ashtray/New(var/newloc, var/material_name)
..(newloc, material_name)
if(!material)
return INITIALIZE_HINT_QDEL
qdel(src)
return
max_butts = round(material.hardness/5) //This is arbitrary but whatever.
randpixel_xy()
update_icon()
return
/obj/item/weapon/material/ashtray/update_icon()
color = null
@@ -90,11 +92,11 @@ var/global/list/ashtray_cache = list()
update_icon()
return ..()
/obj/item/weapon/material/ashtray/plastic/Initialize(var/ml)
. = ..(ml, MAT_PLASTIC)
/obj/item/weapon/material/ashtray/plastic/New(var/newloc)
..(newloc, "plastic")
/obj/item/weapon/material/ashtray/bronze/Initialize(var/ml)
. = ..(ml, MAT_BRONZE)
/obj/item/weapon/material/ashtray/bronze/New(var/newloc)
..(newloc, "bronze")
/obj/item/weapon/material/ashtray/glass/Initialize(var/ml)
. = ..(ml, MAT_GLASS)
/obj/item/weapon/material/ashtray/glass/New(var/newloc)
..(newloc, "glass")
@@ -13,17 +13,17 @@
slot_flags = SLOT_BACK
//Predefined materials go here.
/obj/item/weapon/material/twohanded/baseballbat/metal/Initialize(var/ml)
. = ..(ml, MAT_STEEL)
/obj/item/weapon/material/twohanded/baseballbat/metal/New(var/newloc)
..(newloc,"steel")
/obj/item/weapon/material/twohanded/baseballbat/uranium/Initialize(var/ml)
. = ..(ml, MAT_URANIUM)
/obj/item/weapon/material/twohanded/baseballbat/uranium/New(var/newloc)
..(newloc,"uranium")
/obj/item/weapon/material/twohanded/baseballbat/gold/Initialize(var/ml)
. = ..(ml, MAT_GOLD)
/obj/item/weapon/material/twohanded/baseballbat/gold/New(var/newloc)
..(newloc,"gold")
/obj/item/weapon/material/twohanded/baseballbat/platinum/Initialize(var/ml)
. = ..(ml, MAT_PLATINUM)
/obj/item/weapon/material/twohanded/baseballbat/platinum/New(var/newloc)
..(newloc,"platinum")
/obj/item/weapon/material/twohanded/baseballbat/diamond/Initialize(var/ml)
. = ..(ml, MAT_DIAMOND)
/obj/item/weapon/material/twohanded/baseballbat/diamond/New(var/newloc)
..(newloc,"diamond")
@@ -1,5 +1,5 @@
/obj/item/weapon/material/twohanded/baseballbat/foam/Initialize(var/ml)
. = ..(ml, "foam")
/obj/item/weapon/material/twohanded/baseballbat/foam/New(var/newloc)
..(newloc,"foam")
/obj/item/weapon/material/sword/foam
attack_verb = list("bonked","whacked")
@@ -12,8 +12,8 @@
force_divisor = 0
unbreakable = 1
/obj/item/weapon/material/sword/foam/Initialize(var/ml)
. = ..(ml, "foam")
/obj/item/weapon/material/sword/foam/New(var/newloc)
..(newloc,"foam")
/obj/item/weapon/material/twohanded/spear/foam
attack_verb = list("bonked","whacked")
@@ -24,8 +24,8 @@
icon_state = "spear_mask0"
unbreakable = 1
/obj/item/weapon/material/twohanded/spear/foam/Initialize(var/ml)
. = ..(ml, "foam")
/obj/item/weapon/material/twohanded/spear/foam/New(var/newloc)
..(newloc,"foam")
/obj/item/weapon/material/twohanded/fireaxe/foam
attack_verb = list("bonked","whacked")
@@ -36,8 +36,8 @@
icon_state = "fireaxe_mask0"
unbreakable = 1
/obj/item/weapon/material/twohanded/fireaxe/foam/Initialize(var/ml)
. = ..(ml,"foam")
/obj/item/weapon/material/twohanded/fireaxe/foam/New(var/newloc)
..(newloc,"foam")
/obj/item/weapon/material/twohanded/fireaxe/foam/afterattack()
return
@@ -35,8 +35,8 @@ Protectiveness | Armor %
var/material_slowdown_modifier = 0
var/material_slowdown_multiplier = 0.5
/obj/item/clothing/Initialize(var/ml, var/material_key)
. = ..(ml)
/obj/item/clothing/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
if(material_key) // May still be null if a material was not specified as a default.
@@ -27,8 +27,8 @@
var/datum/material/material
var/drops_debris = 1
/obj/item/weapon/material/Initialize(var/ml, var/material_key)
. = ..(ml)
/obj/item/weapon/material/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
set_material(material_key)
@@ -142,8 +142,8 @@
return
// Preset types - left here for the code that uses them
/obj/item/weapon/material/shard/shrapnel/Initialize(var/ml)
. = ..(ml, MAT_STEEL)
/obj/item/weapon/material/shard/shrapnel/New(loc)
..(loc, "steel")
/obj/item/weapon/material/shard/phoron/Initialize(var/ml)
. = ..(ml, "borosilicate glass")
/obj/item/weapon/material/shard/phoron/New(loc)
..(loc, "borosilicate glass")
@@ -9,8 +9,8 @@
sharp = TRUE
edge = TRUE
/obj/item/weapon/material/star/Initialize()
. = ..()
/obj/item/weapon/material/star/New()
..()
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
@@ -56,8 +56,8 @@
throwforce = round(force*thrown_force_divisor)
//to_world("[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]")
/obj/item/weapon/material/twohanded/Initialize()
. = ..()
/obj/item/weapon/material/twohanded/New()
..()
update_icon()
//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday