Dunking handle_atom_del() in the trash bin. (#77339)

Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.

Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
This commit is contained in:
Ghom
2023-08-18 11:02:22 +00:00
committed by GitHub
parent 208369e323
commit 1be27a4ffe
68 changed files with 341 additions and 447 deletions
+4 -6
View File
@@ -47,13 +47,13 @@
if(vname in list(NAMEOF(src, open), NAMEOF(src, showpiece), NAMEOF(src, custom_glass_overlay)))
update_appearance()
/obj/structure/displaycase/handle_atom_del(atom/A)
if(A == electronics)
/obj/structure/displaycase/Exited(atom/movable/gone, direction)
. = ..()
if(gone == electronics)
electronics = null
if(A == showpiece)
if(gone == showpiece)
showpiece = null
update_appearance()
return ..()
/obj/structure/displaycase/Destroy()
QDEL_NULL(electronics)
@@ -73,8 +73,6 @@
if(QDELETED(showpiece))
return
showpiece.forceMove(drop_location())
showpiece = null
update_appearance()
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)