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Initialize fixing (#17279)
* Initialoize fixing * diff fix * add init grep test * fixed missed ones * . * some more * ,
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@@ -98,7 +98,7 @@
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var/high_color = "#0099FF" // Color the shield will be when at max health. A light blue.
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var/low_color = "#FF0000" // Color the shield will drift towards as health is lowered. Deep red.
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/obj/item/shield_projector/Initialize()
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/obj/item/shield_projector/Initialize(mapload)
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START_PROCESSING(SSobj, src)
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AddComponent(/datum/component/recursive_move)
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RegisterSignal(src, COMSIG_OBSERVER_MOVED, PROC_REF(moved_event))
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@@ -9,7 +9,7 @@
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var/enabled = 0
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/obj/item/shield_diffuser/Initialize()
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/obj/item/shield_diffuser/Initialize(mapload)
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. = ..()
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cell = new(src)
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@@ -14,7 +14,7 @@
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var/alarm = 0
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var/enabled = 1
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/obj/machinery/shield_diffuser/Initialize()
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/obj/machinery/shield_diffuser/Initialize(mapload)
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. = ..()
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// TODO - Remove this bit once machines are converted to Initialize
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if(ispath(circuit))
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@@ -31,7 +31,7 @@
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desc = "A machine that generates a field of energy optimized for blocking meteorites when activated. This version comes with a more efficent shield matrix."
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energy_conversion_rate = 0.0012
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/obj/machinery/shield_gen/Initialize()
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/obj/machinery/shield_gen/Initialize(mapload)
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if(anchored)
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for(var/obj/machinery/shield_capacitor/cap in range(1, src))
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if(!cap.anchored)
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@@ -50,7 +50,7 @@
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set_light(0)
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/obj/machinery/power/shield_generator/Initialize()
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/obj/machinery/power/shield_generator/Initialize(mapload)
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. = ..()
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if(!wires)
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wires = new(src)
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