Just remove on_loc_moved entirely

This commit is contained in:
Aronai Sieyes
2020-05-18 15:13:20 -04:00
parent ff1c571091
commit 8bf7178d61
5 changed files with 12 additions and 45 deletions

View File

@@ -349,14 +349,6 @@
return TRUE return TRUE
return FALSE return FALSE
/obj/item/device/electronic_assembly/on_loc_moved(oldloc)
for(var/obj/O in contents)
O.on_loc_moved(oldloc)
/obj/item/device/electronic_assembly/Moved(var/oldloc)
for(var/obj/O in contents)
O.on_loc_moved(oldloc)
/obj/item/device/electronic_assembly/proc/on_anchored() /obj/item/device/electronic_assembly/proc/on_anchored()
for(var/obj/item/integrated_circuit/IC in contents) for(var/obj/item/integrated_circuit/IC in contents)
IC.on_anchored() IC.on_anchored()

View File

@@ -67,18 +67,6 @@
else else
..() ..()
/obj/item/clothing/Moved(oldloc)
if(IC)
IC.on_loc_moved(oldloc)
else
..()
/obj/item/clothing/on_loc_moved(oldloc)
if(IC)
IC.on_loc_moved(oldloc)
else
..()
// Does most of the repeatative setup. // Does most of the repeatative setup.
/obj/item/clothing/proc/setup_integrated_circuit(new_type) /obj/item/clothing/proc/setup_integrated_circuit(new_type)
// Set up the internal circuit holder. // Set up the internal circuit holder.

View File

@@ -414,8 +414,13 @@
// var/datum/beam/holo_beam = null // A visual effect, to make it easy to know where a hologram is coming from. // var/datum/beam/holo_beam = null // A visual effect, to make it easy to know where a hologram is coming from.
// It is commented out due to picking up the assembly killing the beam. // It is commented out due to picking up the assembly killing the beam.
/obj/item/integrated_circuit/output/holographic_projector/Initialize()
. = ..()
GLOB.moved_event.register(src, src, .proc/on_moved)
/obj/item/integrated_circuit/output/holographic_projector/Destroy() /obj/item/integrated_circuit/output/holographic_projector/Destroy()
destroy_hologram() destroy_hologram()
GLOB.moved_event.unregister(src, src, .proc/on_moved)
return ..() return ..()
/obj/item/integrated_circuit/output/holographic_projector/do_work() /obj/item/integrated_circuit/output/holographic_projector/do_work()
@@ -506,7 +511,7 @@
if(hologram) if(hologram)
update_hologram() update_hologram()
/obj/item/integrated_circuit/output/holographic_projector/on_loc_moved(atom/oldloc) /obj/item/integrated_circuit/output/holographic_projector/proc/on_moved()
if(hologram) if(hologram)
update_hologram_position() update_hologram_position()

View File

@@ -457,21 +457,6 @@
/mob/proc/update_gravity() /mob/proc/update_gravity()
return return
// Called when a mob successfully moves.
// Would've been an /atom/movable proc but it caused issues.
/mob/Moved(atom/oldloc)
. = ..()
for(var/obj/O in contents)
O.on_loc_moved(oldloc)
// Received from Moved(), useful for items that need to know that their loc just moved.
/obj/proc/on_loc_moved(atom/oldloc)
return
/obj/item/weapon/storage/on_loc_moved(atom/oldloc)
for(var/obj/O in contents)
O.on_loc_moved(oldloc)
/client/verb/moveup() /client/verb/moveup()
set name = ".moveup" set name = ".moveup"
set instant = 1 set instant = 1

View File

@@ -97,17 +97,22 @@
var/high_color = "#0099FF" // Color the shield will be when at max health. A light blue. var/high_color = "#0099FF" // Color the shield will be when at max health. A light blue.
var/low_color = "#FF0000" // Color the shield will drift towards as health is lowered. Deep red. var/low_color = "#FF0000" // Color the shield will drift towards as health is lowered. Deep red.
/obj/item/shield_projector/New() /obj/item/shield_projector/Initialize()
START_PROCESSING(SSobj, src) START_PROCESSING(SSobj, src)
if(always_on) if(always_on)
create_shields() create_shields()
GLOB.moved_event.register(src, src, .proc/moved_event)
..() ..()
/obj/item/shield_projector/Destroy() /obj/item/shield_projector/Destroy()
destroy_shields() destroy_shields()
STOP_PROCESSING(SSobj, src) STOP_PROCESSING(SSobj, src)
GLOB.moved_event.unregister(src, src, .proc/moved_event)
return ..() return ..()
/obj/item/shield_projector/proc/moved_event()
update_shield_positions()
/obj/item/shield_projector/proc/create_shield(var/newloc, var/new_dir) /obj/item/shield_projector/proc/create_shield(var/newloc, var/new_dir)
var/obj/effect/directional_shield/S = new(newloc, src) var/obj/effect/directional_shield/S = new(newloc, src)
S.dir = new_dir S.dir = new_dir
@@ -210,14 +215,6 @@
/obj/item/shield_projector/emp_act(var/severity) /obj/item/shield_projector/emp_act(var/severity)
adjust_health(-max_shield_health / severity) // A strong EMP will kill the shield instantly, but weaker ones won't on the first hit. adjust_health(-max_shield_health / severity) // A strong EMP will kill the shield instantly, but weaker ones won't on the first hit.
/obj/item/shield_projector/Move(var/newloc, var/direct)
..(newloc, direct)
update_shield_positions()
/obj/item/shield_projector/on_loc_moved(atom/oldloc)
update_shield_positions()
// Subtypes // Subtypes
/obj/item/shield_projector/rectangle /obj/item/shield_projector/rectangle