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https://github.com/KabKebab/GS13.git
synced 2026-07-13 00:47:42 +01:00
it compiles, that's better than it not compiling, right?
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@@ -80,6 +80,6 @@
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pixel_y = rand(-12, 12)
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var/turf/T = get_turf(src)
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if(still_warm && T && T.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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addtimer(CALLBACK(GLOBAL_PROC_REF(playsound), src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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else if(T && T.bullet_bounce_sound)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, T.bullet_bounce_sound, 60, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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addtimer(CALLBACK(GLOBAL_PROC_REF(playsound), src, T.bullet_bounce_sound, 60, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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@@ -63,7 +63,7 @@
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playsound(src, "gun_insert_full_magazine", 70, 1)
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if(!chambered)
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chamber_round()
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/weapons/gun_chamber_round.ogg', 100, 1), 3)
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addtimer(CALLBACK(GLOBAL_PROC_REF(playsound), src, 'sound/weapons/gun_chamber_round.ogg', 100, 1), 3)
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else
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playsound(src, "gun_insert_empty_magazine", 70, 1)
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A.update_icon()
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@@ -39,7 +39,7 @@
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if(!QDELING(src) && !holds_charge)
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// Put it on a delay because moving item from slot to hand
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// calls dropped().
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addtimer(CALLBACK(src, .proc/empty_if_not_held), 1.60)
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addtimer(CALLBACK(src,PROC_REF(empty_if_not_held)), 1.60)
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/obj/item/ammo_casing/energy/kinetic/premium
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projectile_type = /obj/item/projectile/kinetic/premium
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@@ -138,7 +138,7 @@
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if(!QDELING(src) && !holds_charge)
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// Put it on a delay because moving item from slot to hand
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// calls dropped().
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addtimer(CALLBACK(src, .proc/empty_if_not_held), 2)
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addtimer(CALLBACK(src,PROC_REF(empty_if_not_held)), 2)
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/obj/item/gun/energy/kinetic_accelerator/proc/empty_if_not_held()
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if(!ismob(loc))
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@@ -169,7 +169,7 @@
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carried = 1
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deltimer(recharge_timerid)
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recharge_timerid = addtimer(CALLBACK(src, .proc/reload), recharge_time * carried, TIMER_STOPPABLE)
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recharge_timerid = addtimer(CALLBACK(src,PROC_REF(reload)), recharge_time * carried, TIMER_STOPPABLE)
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/obj/item/gun/energy/kinetic_accelerator/emp_act(severity)
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return
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@@ -268,7 +268,7 @@
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if(istype(user))
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current_user = user
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LAZYOR(current_user.mousemove_intercept_objects, src)
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
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RegisterSignal(user, COMSIG_MOVABLE_MOVED,PROC_REF(on_mob_move))
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listeningTo = user
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/obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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@@ -53,7 +53,7 @@
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current_target = target
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active = TRUE
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current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
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INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
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INVOKE_ASYNC(current_beam, TYPE_PROC_REF(/datum/beam,Start))
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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@@ -37,7 +37,7 @@
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if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
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teletarget = com.target
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addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
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addtimer(CALLBACK(src,PROC_REF(pop), teletarget), 30)
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/obj/effect/nettingportal/proc/pop(teletarget)
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if(teletarget)
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@@ -387,8 +387,8 @@
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/obj/structure/closet/decay/Initialize()
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. = ..()
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if(auto_destroy)
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addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES)
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addtimer(CALLBACK(src, .proc/magicly_lock), 5)
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addtimer(CALLBACK(src,PROC_REF(bust_open)), 5 MINUTES)
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addtimer(CALLBACK(src,PROC_REF(magicly_lock)), 5)
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/obj/structure/closet/decay/proc/magicly_lock()
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if(!welded)
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@@ -402,7 +402,7 @@
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/obj/structure/closet/decay/proc/decay()
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animate(src, alpha = 0, time = 30)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 30)
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addtimer(CALLBACK(GLOBAL_PROC_REF(qdel), src), 30)
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/obj/structure/closet/decay/open(mob/living/user)
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. = ..()
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@@ -410,12 +410,12 @@
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if(icon_state == magic_icon) //check if we used the magic icon at all before giving it the lesser magic icon
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unmagify()
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else
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addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
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addtimer(CALLBACK(src,PROC_REF(decay)), 15 SECONDS)
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/obj/structure/closet/decay/proc/unmagify()
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icon_state = weakened_icon
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update_icon()
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addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
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addtimer(CALLBACK(src,PROC_REF(decay)), 15 SECONDS)
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icon_welded = "welded"
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/obj/item/projectile/magic/aoe
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@@ -506,4 +506,4 @@
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return
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var/turf/T = get_turf(target)
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for(var/i=0, i<50, i+=10)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
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addtimer(CALLBACK(GLOBAL_PROC_REF(explosion), T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
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