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## About The Pull Request I have combed over implementations of `Destroy()` for `obj/machinery`, and noticed quite a few was spawning items or playing sounds. **Slot machines**: Moved payout to on_deconstruction() **Windoors**: Break sound moved to on_deconstruction(). I have also slightly cleaned up Destroy(), the windoor calls air_update_turf directly, as that proc already retrieves the turf it is on. **Atmospheric pipe**: Releases air and deconstructs meter objects on_deconstruction(). **Portable atmospheric devices**: Drop hyper noblium crystal on on_destruction(). **Pump, Scrubbers**: Releases air on_deconstruction(). **PACMAN power generator**: Spawns dropped fuel on_deconstruction(). **Runic vendor**: Moved vanishing effects to on_deconstruction(). I did not change Destroy side effects in the following instances: - side effects are critical for the round (e.g. doomsday device, nuke, blackbox recorder dropping the tape, gulag item reclaimer [less critical but still]) - might spawn messages and noises, but moving them to on_deconstruct would put linked items into an unusable state if deleted directly (e.g. express order console, cyborg lockdown console, tram paired sensors) - would potentially delete mobs we don't want deleted (e.g. disposals, slime camera console) Out of 220 Destroy defines, I found only 8 side effects that could not be moved to other procs, so `machinery\Destroy()` has almost always been used properly! I really hope `structure` will be as well made. Other changes: - Stasis beds had a completely empty destroy, removed - Mass drivers had two destroy procs, merged ## Why It's Good For The Game The Destroy() proc should only contain reference clean ups, barring edge cases that would harm playability. ## Changelog Nothing player facing.