From d26d7df83c645a6a8fb5f7a28ee41cdb7f31a9ab Mon Sep 17 00:00:00 2001 From: Lohikar Date: Mon, 5 Jun 2017 03:14:25 -0500 Subject: [PATCH] Revert chem grenade workaround (#2617) The root issue causing chem grenades to fuck up lighting has been fixed, so this isn't needed anymore. --- code/game/objects/effects/effect_system.dm | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/code/game/objects/effects/effect_system.dm b/code/game/objects/effects/effect_system.dm index de7a05fca0d..99aa9f8f05f 100644 --- a/code/game/objects/effects/effect_system.dm +++ b/code/game/objects/effects/effect_system.dm @@ -114,15 +114,10 @@ steam.start() -- spawns the effect addtimer(CALLBACK(src, .proc/kill), time_to_live) /obj/effect/effect/smoke/proc/kill() - set waitfor = FALSE animate(src, alpha = 0, time = 2 SECONDS, easing = QUAD_EASING) set_opacity(FALSE) - - var/turf/T = get_turf(src) - if (T) - T.force_update_lights() // I hate it, but nothing else seems to work. - QDEL_IN(src, 2 SECONDS) + QDEL_IN(src, 2.5 SECONDS) /obj/effect/effect/smoke/Crossed(mob/living/carbon/M as mob ) ..()