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Initialize fixing (#17279)
* Initialoize fixing * diff fix * add init grep test * fixed missed ones * . * some more * ,
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@@ -404,7 +404,7 @@
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desc = "A 14.5mm sabot shell."
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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/obj/item/ammo_casing/a145/spent/Initialize()
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/obj/item/ammo_casing/a145/spent/Initialize(mapload)
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. = ..()
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expend()
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@@ -17,7 +17,7 @@
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return
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setup_repair_needs()
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/obj/item/broken_gun/Initialize()
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/obj/item/broken_gun/Initialize(mapload)
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. = ..()
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spawn(30 SECONDS)
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if(!my_guntype && !QDELETED(src))
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@@ -20,7 +20,7 @@
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var/obj/item/stock_parts/scanning_module/scanmod
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var/dropnoms_active = TRUE
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/obj/item/bluespace_harpoon/Initialize()
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/obj/item/bluespace_harpoon/Initialize(mapload)
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. = ..()
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scanmod = new(src)
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update_fail_chance()
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@@ -221,7 +221,7 @@
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var/type_name = null
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projectile_type = /obj/item/projectile/beam
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/obj/item/ammo_casing/microbattery/Initialize()
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/obj/item/ammo_casing/microbattery/Initialize(mapload)
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. = ..()
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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@@ -170,7 +170,7 @@
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holds_charge = TRUE
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unique_frequency = TRUE
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/obj/item/gun/energy/kinetic_accelerator/Initialize()
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/obj/item/gun/energy/kinetic_accelerator/Initialize(mapload)
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. = ..()
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if(!holds_charge)
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empty()
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@@ -160,7 +160,7 @@
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var/remainingshots = 0 //you may get a limited number of shots regardless of the charge
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var/failurechance = 0 //chance per shot of something going awry
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/obj/item/gun/energy/captain/Initialize()
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/obj/item/gun/energy/captain/Initialize(mapload)
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//it's an antique and it's been sitting in a case, unmaintained, for who the hell knows how long - who knows what'll happen when you pull it out?
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..()
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//first, we decide, does it have a different type of beam? 75% of just being a 40-damage laser, 15% of being less or 0, 10% of being better
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@@ -59,7 +59,7 @@
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list(mode_name="prune reagents", projectile_type=/obj/item/projectile/energy/floraprune, modifystate="floramut"),
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)
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/obj/item/gun/energy/floragun/Initialize()
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/obj/item/gun/energy/floragun/Initialize(mapload)
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. = ..()
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emitter = new(src)
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@@ -30,7 +30,7 @@
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return new projectile_type(src)
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/obj/item/gun/magic/Initialize()
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/obj/item/gun/magic/Initialize(mapload)
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. = ..()
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charges = max_charges
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if(can_charge)
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@@ -15,7 +15,7 @@
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else
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rating_modifier = FALSE
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/obj/item/gun/magnetic/matfed/Initialize()
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/obj/item/gun/magnetic/matfed/Initialize(mapload)
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. = ..()
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if(ispath(manipulator))
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manipulator = new manipulator(src)
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@@ -196,7 +196,7 @@
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else // rating_mod 0 = something's not right
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. += span_warning("A display on the side slowly scrolls the text \"ERR: MISSING COMPONENT - EFFICIENCY MODIFICATION INCOMPLETE\".")
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/obj/item/gun/magnetic/matfed/phoronbore/Initialize()
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/obj/item/gun/magnetic/matfed/phoronbore/Initialize(mapload)
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. = ..()
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soundloop = new(list(src), 0)
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@@ -29,7 +29,7 @@
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var/state = 0
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/obj/item/gun/magnetic/Initialize()
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/obj/item/gun/magnetic/Initialize(mapload)
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. = ..()
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// So you can have some spawn with components
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if(ispath(cell))
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@@ -39,7 +39,7 @@
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/obj/item/gun/projectile/smartgun/loaded
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magazine_type = /obj/item/ammo_magazine/smartgun
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/obj/item/gun/projectile/smartgun/Initialize()
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/obj/item/gun/projectile/smartgun/Initialize(mapload)
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. = ..()
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if(!mag_underlay)
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mag_underlay = mutable_appearance(icon, icon_state = "smartgun_mag")
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@@ -21,7 +21,7 @@
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/obj/item/projectile/arc/Bump()
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return
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/obj/item/projectile/arc/Initialize()
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/obj/item/projectile/arc/Initialize(mapload)
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shadow = new(get_turf(src))
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return ..()
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@@ -173,7 +173,7 @@
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range = 6
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hud_state = "plasma_rifle_blast"
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/obj/item/projectile/bullet/magnetic/bore/Initialize(loc, range_mod) // i'm gonna be real honest i dunno how this works but it does
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/obj/item/projectile/bullet/magnetic/bore/Initialize(mapload, range_mod) // i'm gonna be real honest i dunno how this works but it does
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. = ..()
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range += range_mod
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