New() goes in the trash, we've gotta Initialize()
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@@ -223,8 +223,8 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
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/obj/effect/proc_holder/spell/proc/playMagSound()
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playsound(get_turf(usr), sound,50,1)
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/obj/effect/proc_holder/spell/New()
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..()
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/obj/effect/proc_holder/spell/Initialize()
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. = ..()
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action = new(src)
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still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
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@@ -26,8 +26,8 @@
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/obj/effect/forcefield/wizard
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var/mob/wizard
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/obj/effect/forcefield/wizard/New(atom/loc, mob/summoner)
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..()
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/obj/effect/forcefield/wizard/Initialize(mapload, mob/summoner)
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. = ..()
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wizard = summoner
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QDEL_IN(src, 300)
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@@ -14,9 +14,9 @@
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throw_range = 0
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throw_speed = 0
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/obj/item/weapon/melee/touch_attack/New(var/spell)
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attached_spell = spell
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..()
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/obj/item/weapon/melee/touch_attack/Initialize()
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attached_spell = loc
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. = ..()
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/obj/item/weapon/melee/touch_attack/attack(mob/target, mob/living/carbon/user)
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if(!iscarbon(user)) //Look ma, no hands
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@@ -5,8 +5,8 @@
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var/list/linked_spells = list() //those are just referenced by the trigger spell and are unaffected by it directly
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var/list/starting_spells = list() //those are added on New() to contents from default spells and are deleted when the trigger spell is deleted to prevent memory leaks
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/obj/effect/proc_holder/spell/targeted/trigger/New()
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..()
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/obj/effect/proc_holder/spell/targeted/trigger/Initialize()
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. = ..()
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for(var/spell in starting_spells)
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var/spell_to_add = text2path(spell)
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