diff --git a/code/game/objects/items/weapons/implants/implant_death_alarm.dm b/code/game/objects/items/weapons/implants/implant_death_alarm.dm index 886fd3f1385..58b9de4589a 100644 --- a/code/game/objects/items/weapons/implants/implant_death_alarm.dm +++ b/code/game/objects/items/weapons/implants/implant_death_alarm.dm @@ -16,6 +16,10 @@ Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat +/obj/item/weapon/implant/death_alarm/Destroy() + processing_objects.Remove(src) + return ..() + /obj/item/weapon/implant/death_alarm/process() if(!implanted) return @@ -38,7 +42,7 @@ else a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm") qdel(a) - processing_objects.Remove(src) + qdel(src) if ("emp") var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) var/name = prob(50) ? t.name : pick(teleportlocs) @@ -48,7 +52,7 @@ var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm") qdel(a) - processing_objects.Remove(src) + qdel(src) /obj/item/weapon/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this activate("emp") //let's shout that this dude is dead