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Fixes yet more runtimes. Makes click catcher screen objs shared. #23428

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merged 1 commit into from
Oct 10, 2018

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afterthought2
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Fixes #23102.
Fixes #21311 (the muzzle there is obsolete, currently occurs on live in holograms. will likely be reopned with other culprits).
Closes #20414 (not clear if this will fix it).
Fixes #23423.

Note that currently, click catchers are added to the client inconsistently due to above runtime.

This will make the new player panel (with buttons like Ready, Character Setup, etc.) not come up until the character setup SS inits (it's currently not interactive until approximately then anyway).

@@ -50,6 +50,10 @@ datum/preferences
load_preferences()
load_and_update_character()
sanitize_preferences()
world.log << client.mob ? client.mob.type : "No mob"
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Left-over debug log?

var/output = "<div align='center'>"
/mob/new_player/proc/new_player_panel_proc(force = FALSE)
if(!SScharacter_setup.initialized && !force)
return // Not ready yet.
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Is the player told in any way that the panel can't open?

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It will automatically be opened at ss init; the player doesn't need to see anything here, this just means that client/New() ran before SScharacter_setup/Initialize().


/mob/new_player/proc/new_player_panel_proc()
var/output = "<div align='center'>"
/mob/new_player/proc/new_player_panel_proc(force = FALSE)
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Why _proc?

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Legacy name, due to some old verb/proc hack (unclear the intention). Probably should rename.

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Whoops, didn't actually see the old one.

…en clients.

Fixes error with prefs and the new player window.
@PsiOmegaDelta PsiOmegaDelta merged commit 71253c1 into Baystation12:dev Oct 10, 2018
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