diff --git a/code/game/machinery/supplybeacon.dm b/code/game/machinery/supplybeacon.dm index bcf3d1cf66..cab45d6898 100644 --- a/code/game/machinery/supplybeacon.dm +++ b/code/game/machinery/supplybeacon.dm @@ -81,7 +81,6 @@ set_light(3, 3, "#00CCAA") icon_state = "beacon_active" use_power = 1 - machines |= src if(user) user << "You activate the beacon. The supply drop will be dispatched soon." /obj/machinery/power/supply_beacon/proc/deactivate(var/mob/user, var/permanent) diff --git a/code/modules/random_map/drop/droppod.dm b/code/modules/random_map/drop/droppod.dm index fcb1ddc13b..b39b97d28f 100644 --- a/code/modules/random_map/drop/droppod.dm +++ b/code/modules/random_map/drop/droppod.dm @@ -83,7 +83,7 @@ var/turf/T = locate((origin_x + n_ceil(limit_x / 2)-1), (origin_y + n_ceil(limit_y / 2)-1), origin_z) if(istype(T)) explosion(T, placement_explosion_dev, placement_explosion_heavy, placement_explosion_light, placement_explosion_flash) - sleep(5) // Let the explosion finish proccing before we ChangeTurf(), otherwise it might destroy our spawned objects. + sleep(15) // Let the explosion finish proccing before we ChangeTurf(), otherwise it might destroy our spawned objects. return ..() /datum/random_map/droppod/get_appropriate_path(var/value) @@ -111,14 +111,9 @@ // Splatter anything under us that survived the explosion. if(value != SD_EMPTY_TILE && T.contents.len) - for(var/atom/A in T) - if(!A.simulated || istype(A, /mob/dead)) - continue - if(istype(A, /mob/living)) - var/mob/living/M = A - M.gib() - else - qdel(A) + for(var/atom/movable/AM in T) + if(AM.simulated && !istype(AM, /mob/dead)) + qdel(AM) // Also spawn doors and loot. if(value == SD_DOOR_TILE)