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[MIRROR] LateInitialize is not allowed to call parent anymore #2823

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Apr 12, 2024

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Mirrored on Nova: NovaSector/NovaSector#1876
Original PR: tgstation/tgstation#82540

About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding.

This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using NO_POWER_USE instead.

Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code).

Why It's Good For The Game

I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with NO_POWER_USE, not so much if it's LateInitialize not calling parent.

Changelog

🆑 JohnFulpWillard
fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power.
/:cl:

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

:cl:
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/:cl:

* LateInitialize is not allowed to call parent anymore

* Modular updates

---------

Co-authored-by: John Willard <[email protected]>
Co-authored-by: Mal <[email protected]>
@AnywayFarus AnywayFarus merged commit 5adeef3 into master Apr 12, 2024
25 of 26 checks passed
AnywayFarus added a commit that referenced this pull request Apr 12, 2024
@Iajret Iajret deleted the upstream-mirror-1876 branch April 14, 2024 10:15
Iajret pushed a commit that referenced this pull request Jun 4, 2024
* Ash Ascension spells have high transparency (#83662)

## About The Pull Request
Ash ascension flame hotspot effects are now 150 alpha
Oath of flame (ring)=

![image](https://github.com/tgstation/tgstation/assets/53100513/994b186d-4e25-49ec-b882-ac8705b84a7b)
cascade
pre-post-burst

![image](https://github.com/tgstation/tgstation/assets/53100513/dd2841bb-54a2-46a9-be96-957f8dd0acce)
during burst

![image](https://github.com/tgstation/tgstation/assets/53100513/0dcb1789-6700-4e8b-806e-6ed081016eaa)


The effect ingame is that every time the flame bursts again it makes it
hard to see for a second but then it's a transparent cool 'background'
effect. I think its perfect !

## Why It's Good For The Game

I want to see the fucking game

## Changelog

:cl:
qol:Ash Ascension spells have high transparency
/:cl:

* Ash Ascension spells have high transparency

---------

Co-authored-by: carlarctg <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants