diff --git a/code/game/gamemodes/clock_cult/clock_effect.dm b/code/game/gamemodes/clock_cult/clock_effect.dm index c04f6b8979..0d6fbea403 100644 --- a/code/game/gamemodes/clock_cult/clock_effect.dm +++ b/code/game/gamemodes/clock_cult/clock_effect.dm @@ -10,8 +10,8 @@ opacity = 0 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF -/obj/effect/clockwork/New() - ..() +/obj/effect/clockwork/Initialize() + . = ..() GLOB.all_clockwork_objects += src /obj/effect/clockwork/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_effects/clock_overlay.dm b/code/game/gamemodes/clock_cult/clock_effects/clock_overlay.dm index 8284bf351c..0d7a5b799c 100644 --- a/code/game/gamemodes/clock_cult/clock_effects/clock_overlay.dm +++ b/code/game/gamemodes/clock_cult/clock_effects/clock_overlay.dm @@ -26,15 +26,14 @@ smooth = SMOOTH_TRUE layer = CLOSED_TURF_LAYER -/obj/effect/clockwork/overlay/wall/New() - ..() +/obj/effect/clockwork/overlay/wall/Initialize() + . = ..() queue_smooth_neighbors(src) addtimer(CALLBACK(GLOBAL_PROC, .proc/queue_smooth, src), 1) /obj/effect/clockwork/overlay/wall/Destroy() queue_smooth_neighbors(src) - ..() - return QDEL_HINT_QUEUE + return ..() /obj/effect/clockwork/overlay/floor icon = 'icons/turf/floors.dmi' diff --git a/code/game/gamemodes/clock_cult/clock_item.dm b/code/game/gamemodes/clock_cult/clock_item.dm index a785f8121c..f403b6f9f1 100644 --- a/code/game/gamemodes/clock_cult/clock_item.dm +++ b/code/game/gamemodes/clock_cult/clock_item.dm @@ -8,8 +8,8 @@ icon_state = "rare_pepe" w_class = WEIGHT_CLASS_SMALL -/obj/item/clockwork/New() - ..() +/obj/item/clockwork/Initialize() + . = ..() ratvar_act() GLOB.all_clockwork_objects += src diff --git a/code/game/gamemodes/clock_cult/clock_items/clock_components.dm b/code/game/gamemodes/clock_cult/clock_items/clock_components.dm index 439f670ae9..16cfef5d72 100644 --- a/code/game/gamemodes/clock_cult/clock_items/clock_components.dm +++ b/code/game/gamemodes/clock_cult/clock_items/clock_components.dm @@ -57,10 +57,6 @@ light_power = 0.4 light_color = "#F42B9D" -/obj/item/clockwork/component/belligerent_eye/lens_gem/New() - ..() - update_light() - /obj/item/clockwork/component/vanguard_cogwheel name = "vanguard cogwheel" desc = "A sturdy brass cog with a faintly glowing blue gem in its center." @@ -167,8 +163,8 @@ var/randomsinglesprite = FALSE var/randomspritemax = 2 -/obj/item/clockwork/alloy_shards/New() - ..() +/obj/item/clockwork/alloy_shards/Initialize() + . = ..() if(randomsinglesprite) replace_name_desc() icon_state = "[icon_state][rand(1, randomspritemax)]" diff --git a/code/game/gamemodes/clock_cult/clock_items/clockwork_armor.dm b/code/game/gamemodes/clock_cult/clock_items/clockwork_armor.dm index bde1f4b4d4..49c2bb4c13 100644 --- a/code/game/gamemodes/clock_cult/clock_items/clockwork_armor.dm +++ b/code/game/gamemodes/clock_cult/clock_items/clockwork_armor.dm @@ -8,8 +8,8 @@ resistance_flags = FIRE_PROOF | ACID_PROOF armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) -/obj/item/clothing/head/helmet/clockwork/New() - ..() +/obj/item/clothing/head/helmet/clockwork/Initialize() + . = ..() ratvar_act() GLOB.all_clockwork_objects += src @@ -64,8 +64,8 @@ armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/device/mmi/posibrain/soul_vessel) -/obj/item/clothing/suit/armor/clockwork/New() - ..() +/obj/item/clothing/suit/armor/clockwork/Initialize() + . = ..() ratvar_act() GLOB.all_clockwork_objects += src @@ -125,8 +125,8 @@ resistance_flags = FIRE_PROOF | ACID_PROOF armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) -/obj/item/clothing/gloves/clockwork/New() - ..() +/obj/item/clothing/gloves/clockwork/Initialize() + . = ..() ratvar_act() GLOB.all_clockwork_objects += src @@ -178,8 +178,8 @@ put_on_delay = 30 resistance_flags = FIRE_PROOF | ACID_PROOF -/obj/item/clothing/shoes/clockwork/New() - ..() +/obj/item/clothing/shoes/clockwork/Initialize() + . = ..() ratvar_act() GLOB.all_clockwork_objects += src diff --git a/code/game/gamemodes/clock_cult/clock_items/clockwork_proselytizer.dm b/code/game/gamemodes/clock_cult/clock_items/clockwork_proselytizer.dm index 513f0d5cbd..25e2138b81 100644 --- a/code/game/gamemodes/clock_cult/clock_items/clockwork_proselytizer.dm +++ b/code/game/gamemodes/clock_cult/clock_items/clockwork_proselytizer.dm @@ -88,8 +88,8 @@ amount -= MIN_CLOCKCULT_POWER . = ..() -/obj/item/clockwork/clockwork_proselytizer/New() - ..() +/obj/item/clockwork/clockwork_proselytizer/Initialize() + . = ..() START_PROCESSING(SSobj, src) /obj/item/clockwork/clockwork_proselytizer/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm b/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm index 001a0822d9..36ff67262b 100644 --- a/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm +++ b/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm @@ -93,8 +93,8 @@ if(!GLOB.ratvar_awakens) SStgui.close_uis(src) -/obj/item/clockwork/slab/New() - ..() +/obj/item/clockwork/slab/Initialize() + . = ..() update_slab_info(src) START_PROCESSING(SSobj, src) production_time = world.time + SLAB_PRODUCTION_TIME diff --git a/code/game/gamemodes/clock_cult/clock_items/judicial_visor.dm b/code/game/gamemodes/clock_cult/clock_items/judicial_visor.dm index 89bc41f169..05e8fc46f5 100644 --- a/code/game/gamemodes/clock_cult/clock_items/judicial_visor.dm +++ b/code/game/gamemodes/clock_cult/clock_items/judicial_visor.dm @@ -13,8 +13,8 @@ var/recharge_cooldown = 300 //divided by 10 if ratvar is alive actions_types = list(/datum/action/item_action/clock/toggle_visor) -/obj/item/clothing/glasses/judicial_visor/New() - ..() +/obj/item/clothing/glasses/judicial_visor/Initialize() + . = ..() GLOB.all_clockwork_objects += src blaster = new(src) blaster.visor = src @@ -156,8 +156,8 @@ layer = BELOW_MOB_LAYER var/mob/user -/obj/effect/clockwork/judicial_marker/New(loc, caster) - ..() +/obj/effect/clockwork/judicial_marker/Initialize(mapload, caster) + . = ..() set_light(1.4, 2, "#FE9C11") user = caster INVOKE_ASYNC(src, .proc/judicialblast) diff --git a/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm b/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm index 17f5783431..976cd1cb4b 100644 --- a/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm +++ b/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm @@ -16,10 +16,6 @@ var/attack_cooldown = 10 //delay, in deciseconds, where you can't attack with the spear var/timerid -/obj/item/clockwork/ratvarian_spear/New() - ..() - impale_cooldown = 0 - /obj/item/clockwork/ratvarian_spear/Destroy() deltimer(timerid) return ..() diff --git a/code/game/gamemodes/clock_cult/clock_items/soul_vessel.dm b/code/game/gamemodes/clock_cult/clock_items/soul_vessel.dm index 4cab0e8a00..19e0364ada 100644 --- a/code/game/gamemodes/clock_cult/clock_items/soul_vessel.dm +++ b/code/game/gamemodes/clock_cult/clock_items/soul_vessel.dm @@ -24,7 +24,7 @@ force_replace_ai_name = TRUE /obj/item/device/mmi/posibrain/soul_vessel/Initialize() - ..() + . = ..() radio.on = FALSE laws = new /datum/ai_laws/ratvar() braintype = picked_name diff --git a/code/game/gamemodes/clock_cult/clock_items/wraith_spectacles.dm b/code/game/gamemodes/clock_cult/clock_items/wraith_spectacles.dm index b8c195e306..1b6c80af73 100644 --- a/code/game/gamemodes/clock_cult/clock_items/wraith_spectacles.dm +++ b/code/game/gamemodes/clock_cult/clock_items/wraith_spectacles.dm @@ -12,8 +12,8 @@ visor_vars_to_toggle = NONE //we don't actually toggle anything we just set it tint = 3 //this'll get reset, but it won't handle vision updates properly otherwise -/obj/item/clothing/glasses/wraith_spectacles/New() - ..() +/obj/item/clothing/glasses/wraith_spectacles/Initialize() + . = ..() GLOB.all_clockwork_objects += src /obj/item/clothing/glasses/wraith_spectacles/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_mobs/anima_fragment.dm b/code/game/gamemodes/clock_cult/clock_mobs/anima_fragment.dm index cad4695d88..5626e0b0e5 100644 --- a/code/game/gamemodes/clock_cult/clock_mobs/anima_fragment.dm +++ b/code/game/gamemodes/clock_cult/clock_mobs/anima_fragment.dm @@ -13,6 +13,8 @@ loot = list(/obj/item/clockwork/component/replicant_alloy/smashed_anima_fragment) weather_immunities = list("lava") movement_type = FLYING + light_range = 2 + light_power = 0.8 playstyle_string = "You are an anima fragment, a clockwork creation of Ratvar. As a fragment, you have decent health that very gradually regenerates, do \ decent damage, and move at extreme speed in addition to being immune to extreme temperatures and pressures. Taking damage, and slamming into non-Servants, will temporarily slow you down, however.\n\ Your goal is to serve the Justiciar and his servants in any way you can. You yourself are one of these servants, and will be able to utilize anything they can, assuming it doesn't require \ @@ -20,8 +22,7 @@ var/movement_delay_time //how long the fragment is slowed after being hit /mob/living/simple_animal/hostile/clockwork/fragment/Initialize() - ..() - set_light(2, 0.8) + . = ..() if(prob(1)) name = "anime fragment" desc = "I-it's not like I want to show you the light of the Justiciar or anything, B-BAKA!" diff --git a/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm b/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm index b0b77ccd62..6006c25724 100644 --- a/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm +++ b/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm @@ -21,6 +21,8 @@ var/blockchance = 17 //chance to block attacks entirely var/counterchance = 30 //chance to counterattack after blocking var/static/list/damage_heal_order = list(OXY, BURN, BRUTE, TOX) //we heal our host's damage in this order + light_range = 2 + light_power = 1.1 playstyle_string = "You are a clockwork marauder, a living extension of Sevtug's will. As a marauder, you are somewhat slow, but may block attacks, \ and have a chance to also counter blocked melee attacks for extra damage, in addition to being immune to extreme temperatures and pressures. \ Your primary goal is to serve the creature that you are now a part of. You can use :b to communicate silently with your master, \ @@ -30,9 +32,8 @@ fighting safely. As a final note, you should probably avoid harming any fellow servants of Ratvar." /mob/living/simple_animal/hostile/clockwork/marauder/Initialize() - ..() + . = ..() true_name = pick(possible_true_names) - set_light(2, 1.1) /mob/living/simple_animal/hostile/clockwork/marauder/Life() ..() diff --git a/code/game/gamemodes/clock_cult/clock_structure.dm b/code/game/gamemodes/clock_cult/clock_structure.dm index f95b6e2d16..0a193e7558 100644 --- a/code/game/gamemodes/clock_cult/clock_structure.dm +++ b/code/game/gamemodes/clock_cult/clock_structure.dm @@ -18,8 +18,8 @@ var/construction_value = 0 //How much value the structure contributes to the overall "power" of the structures on the station var/immune_to_servant_attacks = FALSE //if we ignore attacks from servants of ratvar instead of taking damage -/obj/structure/destructible/clockwork/New() - ..() +/obj/structure/destructible/clockwork/Initialize() + . = ..() change_construction_value(construction_value) GLOB.all_clockwork_objects += src @@ -142,8 +142,8 @@ density = FALSE resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF -/obj/structure/destructible/clockwork/massive/New() - ..() +/obj/structure/destructible/clockwork/massive/Initialize() + . = ..() GLOB.poi_list += src /obj/structure/destructible/clockwork/massive/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm b/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm index c088c8cd41..2190bccdd1 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm @@ -23,8 +23,8 @@ var/obj/effect/countdown/clockworkgate/countdown var/list/required_components = list(BELLIGERENT_EYE = ARK_CONSUME_COST, VANGUARD_COGWHEEL = ARK_CONSUME_COST, GEIS_CAPACITOR = ARK_CONSUME_COST, REPLICANT_ALLOY = ARK_CONSUME_COST, HIEROPHANT_ANSIBLE = ARK_CONSUME_COST) -/obj/structure/destructible/clockwork/massive/celestial_gateway/New() - ..() +/obj/structure/destructible/clockwork/massive/celestial_gateway/Initialize() + . = ..() INVOKE_ASYNC(src, .proc/spawn_animation) /obj/structure/destructible/clockwork/massive/celestial_gateway/proc/spawn_animation() @@ -291,7 +291,3 @@ light_range = 2 light_power = 4 light_color = "#6A4D2F" - -/obj/effect/clockwork/overlay/gateway_glow/New() - ..() - update_light() diff --git a/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm b/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm index e4400fcbb9..c32bcb0b4b 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm @@ -17,8 +17,8 @@ var/hierophant_cost = MIN_CLOCKCULT_POWER //how much it costs to broadcast with large text var/gateway_cost = 2000 //how much it costs to open a gateway -/obj/structure/destructible/clockwork/powered/clockwork_obelisk/New() - ..() +/obj/structure/destructible/clockwork/powered/clockwork_obelisk/Initialize() + . = ..() toggle(1) /obj/structure/destructible/clockwork/powered/clockwork_obelisk/examine(mob/user) diff --git a/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm b/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm index 7023619608..31b8801028 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm @@ -5,6 +5,8 @@ clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted." max_integrity = 25 obj_integrity = 25 + light_range = 2 + light_power = 0.5 light_color = "#AF0AAF" density = FALSE immune_to_servant_attacks = TRUE @@ -20,10 +22,6 @@ var/can_resist = FALSE var/mob_layer = MOB_LAYER -/obj/structure/destructible/clockwork/geis_binding/New() - ..() - set_light(2, 0.5) - /obj/structure/destructible/clockwork/geis_binding/examine(mob/user) icon_state = "geisbinding_full" ..() diff --git a/code/game/gamemodes/clock_cult/clock_structures/interdiction_lens.dm b/code/game/gamemodes/clock_cult/clock_structures/interdiction_lens.dm index 1082e021c0..0722c98605 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/interdiction_lens.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/interdiction_lens.dm @@ -20,7 +20,7 @@ var/static/list/rage_messages = list("...", "Disgusting.", "Die.", "Foul.", "Worthless.", "Mortal.", "Unfit.", "Weak.", "Fragile.", "Useless.", "Leave my sight!") /obj/structure/destructible/clockwork/powered/interdiction_lens/Initialize() - ..() + . = ..() update_current_glow() /obj/structure/destructible/clockwork/powered/interdiction_lens/examine(mob/user) diff --git a/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm b/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm index a6455701b1..c4415dfed8 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm @@ -17,8 +17,8 @@ var/atom/movable/target var/list/idle_messages = list(" sulkily glares around.", " lazily drifts from side to side.", " looks around for something to burn.", " slowly turns in circles.") -/obj/structure/destructible/clockwork/ocular_warden/New() - ..() +/obj/structure/destructible/clockwork/ocular_warden/Initialize() + . = ..() START_PROCESSING(SSfastprocess, src) /obj/structure/destructible/clockwork/ocular_warden/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm b/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm index 4b6db708f6..ffc3d5e1a1 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm @@ -11,14 +11,14 @@ appearance_flags = 0 light_power = 0.7 light_range = 15 - light_color = rgb(190, 135, 0) + light_color = "#BE8700" var/atom/prey //Whatever Ratvar is chasing var/clashing = FALSE //If Ratvar is FUCKING FIGHTING WITH NAR-SIE var/proselytize_range = 10 dangerous_possession = TRUE -/obj/structure/destructible/clockwork/massive/ratvar/New() - ..() +/obj/structure/destructible/clockwork/massive/ratvar/Initialize() + . = ..() GLOB.ratvar_awakens++ for(var/obj/O in GLOB.all_clockwork_objects) O.ratvar_act() diff --git a/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm b/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm index 3016a210dc..31d3639924 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm @@ -15,8 +15,8 @@ debris = list() var/timerid -/obj/structure/destructible/clockwork/taunting_trail/New() - ..() +/obj/structure/destructible/clockwork/taunting_trail/Initialize() + . = ..() timerid = QDEL_IN(src, 15) var/obj/structure/destructible/clockwork/taunting_trail/Tt = locate(/obj/structure/destructible/clockwork/taunting_trail) in loc if(Tt && Tt != src) @@ -27,7 +27,7 @@ if(TT != src) qdel(TT) setDir(pick(GLOB.cardinal)) - transform = matrix()*1.25 + transform = matrix()*1.3 animate(src, alpha = 100, time = 15) /obj/structure/destructible/clockwork/taunting_trail/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm index 7583428505..da24f75b13 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm @@ -15,8 +15,8 @@ var/turf/closed/wall/clockwork/linkedwall //if we've got a linked wall and are producing var/static/linked_caches = 0 //how many caches are linked to walls; affects how fast components are produced -/obj/structure/destructible/clockwork/cache/New() - ..() +/obj/structure/destructible/clockwork/cache/Initialize() + . = ..() START_PROCESSING(SSobj, src) GLOB.clockwork_caches++ update_slab_info() diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm index 6dc8741a3d..727f13fea4 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm @@ -20,8 +20,8 @@ var/production_time = 0 //last time we produced a component var/production_cooldown = 120 -/obj/structure/destructible/clockwork/powered/tinkerers_daemon/New() - ..() +/obj/structure/destructible/clockwork/powered/tinkerers_daemon/Initialize() + . = ..() GLOB.clockwork_daemons++ /obj/structure/destructible/clockwork/powered/tinkerers_daemon/Destroy() diff --git a/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm b/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm index de80930b8a..94bf35b6a7 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm @@ -17,8 +17,8 @@ /obj/structure/destructible/clockwork/wall_gear/displaced anchored = FALSE -/obj/structure/destructible/clockwork/wall_gear/New() - ..() +/obj/structure/destructible/clockwork/wall_gear/Initialize() + . = ..() new /obj/effect/overlay/temp/ratvar/gear(get_turf(src)) /obj/structure/destructible/clockwork/wall_gear/emp_act(severity)