New() goes in the trash, we've gotta Initialize()

This commit is contained in:
CitadelStationBot
2017-04-26 17:15:48 -05:00
parent e7df2bc14a
commit bcab389ca2
69 changed files with 358 additions and 245 deletions
+35 -33
View File
@@ -44,10 +44,10 @@
/obj/effect/overlay/temp/dir_setting
randomdir = FALSE
/obj/effect/overlay/temp/dir_setting/New(loc, set_dir)
/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
..()
. = ..()
/obj/effect/overlay/temp/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
@@ -56,12 +56,12 @@
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/overlay/temp/dir_setting/bloodsplatter/New(loc, set_dir)
/obj/effect/overlay/temp/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
icon_state = "[splatter_type][pick(3, 4, 5)]"
..()
. = ..()
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
@@ -93,6 +93,13 @@
/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/overlay/temp/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/overlay/temp/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
@@ -189,8 +196,8 @@
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
..()
/obj/effect/overlay/temp/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
@@ -198,8 +205,8 @@
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/overlay/temp/decoy/fading/New(loc, atom/mimiced_atom)
..()
/obj/effect/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/decoy/fading/fivesecond
@@ -324,15 +331,15 @@
var/mob/user
var/damage = 20
/obj/effect/overlay/temp/ratvar/volt_hit/New(loc, caster, multiplier)
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
if(multiplier)
damage *= multiplier
duration = max(round(damage * 0.2), 1)
..()
. = ..()
set_light(1.5, 2, LIGHT_COLOR_ORANGE)
/obj/effect/overlay/temp/ratvar/volt_hit/true/New(loc, caster, multiplier)
..()
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
. = ..()
user = caster
if(user)
var/matrix/M = new
@@ -376,8 +383,8 @@
icon_state = "warden_gaze"
duration = 3
/obj/effect/overlay/temp/ratvar/ocular_warden/New()
..()
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
@@ -401,8 +408,8 @@
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/overlay/temp/ratvar/component/New()
..()
/obj/effect/overlay/temp/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
@@ -432,9 +439,8 @@
light_power = 2
light_color = "#FAE48C"
/obj/effect/overlay/temp/ratvar/sigil/transgression/New()
..()
update_light()
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
@@ -447,10 +453,6 @@
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/sigil/vitality/New()
..()
update_light()
/obj/effect/overlay/temp/ratvar/sigil/accession
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
@@ -493,9 +495,9 @@
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/gib_animation/New(loc, gib_icon)
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
..()
. = ..()
/obj/effect/overlay/temp/gib_animation/ex_act(severity)
return //so the overlay isn't deleted by the explosion that gibbed the mob.
@@ -507,9 +509,9 @@
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/dust_animation/New(loc, dust_icon)
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
..()
. = ..()
/obj/effect/overlay/temp/mummy_animation
icon = 'icons/mob/mob.dmi'
@@ -521,12 +523,12 @@
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/New(loc, colour)
..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/overlay/temp/heal/Initialize(mapload, colour)
if(colour)
color = colour
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/overlay/temp/kinetic_blast
name = "kinetic explosion"
@@ -558,14 +560,14 @@
icon_state = "impact_bullet"
duration = 5
/obj/effect/overlay/temp/impact_effect/New(loc, atom/target, obj/item/projectile/P)
/obj/effect/overlay/temp/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
if(target == P.original) //the projectile hit the target originally clicked
pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
else
pixel_x = target.pixel_x + rand(-4,4)
pixel_y = target.pixel_y + rand(-4,4)
..()
. = ..()
/obj/effect/overlay/temp/impact_effect/red_laser
icon_state = "impact_laser"
+21
View File
@@ -0,0 +1,21 @@
diff a/code/game/objects/effects/overlays.dm b/code/game/objects/effects/overlays.dm (rejected hunks)
@@ -31,8 +31,8 @@
. = ..()
deltimer(timerid)
-/obj/effect/overlay/temp/New()
- ..()
+/obj/effect/overlay/temp/Initialize()
+ . = ..()
if(randomdir)
setDir(pick(GLOB.cardinal))
flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
@@ -214,7 +221,7 @@
icon = 'icons/effects/fire.dmi'
icon_state = "3"
duration = 20
-
+
/obj/effect/overlay/temp/cult
randomdir = 0
duration = 10
@@ -100,8 +100,8 @@
icon_state = "medi_holo"
duration = 30
/obj/effect/overlay/temp/medical_holosign/New(loc, creator)
..()
/obj/effect/overlay/temp/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
if(creator)
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")