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Initialize fixing (#17279)
* Initialoize fixing * diff fix * add init grep test * fixed missed ones * . * some more * ,
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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(mapload)
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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(mapload)
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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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@@ -27,10 +27,10 @@
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var/interval_lower_bound = 5 SECONDS // Lower number for how often the map_effect will trigger.
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var/interval_upper_bound = 5 SECONDS // Higher number for above.
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/obj/effect/map_effect/interval/Initialize()
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/obj/effect/map_effect/interval/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/effect/map_effect/interval/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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@@ -44,7 +44,7 @@
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//Not yet!
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if(world.time < next_attempt)
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return
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// Check to see if we're useful first.
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if(!always_run && !check_for_player_proximity(src, proximity_needed, ignore_ghosts, ignore_afk))
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next_attempt = world.time + retry_delay
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@@ -145,7 +145,7 @@ when portals are shortly lived, or when portals are made to be obvious with spec
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var/portal_id = "test" // For a portal to be made, both the A and B sides need to share the same ID value.
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var/list/portal_lines = list()
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/obj/effect/map_effect/portal/master/Initialize()
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/obj/effect/map_effect/portal/master/Initialize(mapload)
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GLOB.all_portal_masters += src
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find_lines()
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..()
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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(mapload)
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START_PROCESSING(SSobj, src)
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return ..()
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@@ -16,4 +16,4 @@
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SSradiation.radiate(src, radiation_power)
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/obj/effect/map_effect/radiation_emitter/strong
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radiation_power = 100
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radiation_power = 100
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