diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 71e8d206a85..9a67aea79ef 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -197,7 +197,7 @@ return 0 if(targloc == curloc) //Fire the projectile user.bullet_act(in_chamber) - qdel(in_chamber) + del(in_chamber) update_icon() return 1 @@ -285,7 +285,7 @@ else user << "Ow..." user.apply_effect(110,AGONY,0) - qdel(in_chamber) + del(in_chamber) mouthshoot = 0 return else diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 78e04d8c44b..6c0f40f5885 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -80,7 +80,7 @@ proc/on_range() //if we want there to be effects when they reach the end of their range proj_hit = 1 - qdel(src) + del(src) proc/on_hit(var/atom/target, var/blocked = 0, var/hit_zone) if(!isliving(target)) return 0 @@ -97,7 +97,7 @@ in_chamber.pass_flags = pass_flags //And the pass flags to that of the real projectile... in_chamber.firer = user var/output = in_chamber.process() //Test it! - qdel(in_chamber) //No need for it anymore + del(in_chamber) //No need for it anymore return output //Send it back to the gun! Bump(atom/A as mob|obj|turf|area) @@ -168,7 +168,7 @@ if(!istype(src, /obj/item/projectile/beam/lightning)) density = 0 invisibility = 101 - qdel(src) + del(src) return 1 @@ -187,7 +187,7 @@ spawn() //New projectile system while(loc) if(kill_count < 1) - qdel(src) + del(src) return kill_count-- if((!( current ) || loc == current)) @@ -262,7 +262,7 @@ spawn() //Old projectile system while(loc) if(kill_count < 1) - qdel(src) + del(src) return kill_count-- if((!( current ) || loc == current))