diff --git a/code/game/gamemodes/blob/blobs/factory.dm b/code/game/gamemodes/blob/blobs/factory.dm index 3e47c953057..5ea20b49e58 100644 --- a/code/game/gamemodes/blob/blobs/factory.dm +++ b/code/game/gamemodes/blob/blobs/factory.dm @@ -20,18 +20,12 @@ spores = null return ..() -/obj/effect/blob/factory/PulseAnimation(var/activate = 0) - if(activate) - ..() - return - /obj/effect/blob/factory/run_action() if(spores.len >= max_spores) return 0 if(spore_delay > world.time) return 0 spore_delay = world.time + 100 // 10 seconds - PulseAnimation(1) var/mob/living/simple_animal/hostile/blob/blobspore/BS = new/mob/living/simple_animal/hostile/blob/blobspore(src.loc, src) BS.color = color BS.overmind = overmind diff --git a/code/game/gamemodes/blob/blobs/resource.dm b/code/game/gamemodes/blob/blobs/resource.dm index 2480d48552f..d5b867e96c0 100644 --- a/code/game/gamemodes/blob/blobs/resource.dm +++ b/code/game/gamemodes/blob/blobs/resource.dm @@ -11,18 +11,11 @@ if(health <= 0) qdel(src) -/obj/effect/blob/resource/PulseAnimation(var/activate = 0) - if(activate) - ..() - return - /obj/effect/blob/resource/run_action() if(resource_delay > world.time) return 0 - PulseAnimation(1) - resource_delay = world.time + 40 // 4 seconds if(overmind) diff --git a/code/game/gamemodes/blob/blobs/storage.dm b/code/game/gamemodes/blob/blobs/storage.dm index dcfb5ddf1ac..b6c993f82fe 100644 --- a/code/game/gamemodes/blob/blobs/storage.dm +++ b/code/game/gamemodes/blob/blobs/storage.dm @@ -11,11 +11,6 @@ overmind.max_blob_points -= 50 qdel(src) -/obj/effect/blob/storage/PulseAnimation(var/activate = 0) - if(activate) - ..() - return - /obj/effect/blob/storage/proc/update_max_blob_points(var/new_point_increase) if(overmind) overmind.max_blob_points += new_point_increase \ No newline at end of file diff --git a/code/game/gamemodes/blob/theblob.dm b/code/game/gamemodes/blob/theblob.dm index 48791dd0df9..044ce3ed636 100644 --- a/code/game/gamemodes/blob/theblob.dm +++ b/code/game/gamemodes/blob/theblob.dm @@ -48,11 +48,6 @@ /obj/effect/blob/proc/Life() return -/obj/effect/blob/proc/PulseAnimation() - if(!istype(src, /obj/effect/blob/core) || !istype(src, /obj/effect/blob/node)) - flick("[icon_state]_glow", src) - return - /obj/effect/blob/proc/RegenHealth() // All blobs heal over time when pulsed, but it has a cool down if(health_timestamp > world.time) @@ -67,8 +62,6 @@ set background = BACKGROUND_ENABLED - PulseAnimation() - RegenHealth() if(run_action())//If we can do something here then we dont need to pulse more