diff --git a/code/game/machinery/computer/computer.dm b/code/game/machinery/computer/computer.dm index 220e27e0be8..09b2873019a 100644 --- a/code/game/machinery/computer/computer.dm +++ b/code/game/machinery/computer/computer.dm @@ -121,7 +121,7 @@ C.loc = src.loc if (src.stat & BROKEN) user << "\blue The broken glass falls out." - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) A.state = 3 A.icon_state = "3" else diff --git a/code/game/machinery/computer/prisonshuttle.dm b/code/game/machinery/computer/prisonshuttle.dm index 5aa3bff2fb2..107cfc6cb0f 100644 --- a/code/game/machinery/computer/prisonshuttle.dm +++ b/code/game/machinery/computer/prisonshuttle.dm @@ -46,7 +46,7 @@ var/prison_shuttle_timeleft = 0 if (src.stat & BROKEN) user << "\blue The broken glass falls out." - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) A.state = 3 A.icon_state = "3" else diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index d5e1bd9d90e..13bdaeec032 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -53,10 +53,10 @@ var/wrenching = 0 var/last_target //last target fired at, prevents turrets from erratically firing at all valid targets in range - + var/screen = 0 // Screen 0: main control, screen 1: access levels var/one_access = 0 // Determines if access control is set to req_one_access or req_access - + /obj/machinery/porta_turret/centcom enabled = 0 ailock = 1 @@ -78,7 +78,7 @@ req_access.Cut() req_one_access = list(access_security, access_heads) one_access = 1 - + //Sets up a spark system spark_system = new /datum/effect/effect/system/spark_spread spark_system.set_up(5, 0, src) @@ -143,7 +143,7 @@ eshot_sound = 'sound/weapons/Laser.ogg' egun = 1 -var/list/turret_icons +var/list/turret_icons /obj/machinery/porta_turret/update_icon() if(!turret_icons) turret_icons = list() @@ -183,7 +183,7 @@ var/list/turret_icons return ui_interact(user) - + /obj/machinery/porta_turret/attack_ghost(mob/user) ui_interact(user) @@ -211,7 +211,7 @@ var/list/turret_icons settings[++settings.len] = list("category" = "Check Access Authorization", "setting" = "check_access", "value" = check_access) settings[++settings.len] = list("category" = "Check Misc. Lifeforms", "setting" = "check_anomalies", "value" = check_anomalies) data["settings"] = settings - + data["one_access"] = one_access var/accesses[0] var/list/access_list = get_all_accesses() @@ -224,7 +224,7 @@ var/list/turret_icons active = (access in req_access) accesses[++accesses.len] = list("name" = name, "active" = active, "number" = access) data["accesses"] = accesses - + ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) ui = new(user, src, ui_key, "turret_control.tmpl", "Turret Controls", 500, 320) @@ -277,12 +277,12 @@ var/list/turret_icons if(href_list["one_access"]) toggle_one_access(href_list["one_access"]) - + if(href_list["access"]) toggle_access(href_list["access"]) return 1 - + /obj/machinery/porta_turret/proc/toggle_one_access(var/access) one_access = text2num(access) @@ -292,7 +292,7 @@ var/list/turret_icons else if(one_access == 0) req_access = req_one_access.Copy() req_one_access.Cut() - + /obj/machinery/porta_turret/proc/toggle_access(var/access) var/required = text2num(access) if(!(required in get_all_accesses())) @@ -307,8 +307,8 @@ var/list/turret_icons if((required in req_access)) req_access -= required else - req_access += required - + req_access += required + /obj/machinery/porta_turret/power_change() if(powered()) stat &= ~NOPOWER @@ -392,7 +392,7 @@ var/list/turret_icons attacked = 0 ..() - + /obj/machinery/porta_turret/attack_animal(mob/living/simple_animal/M) M.changeNext_move(CLICK_CD_MELEE) M.do_attack_animation(src) @@ -500,7 +500,7 @@ var/list/turret_icons //the main machinery process set background = BACKGROUND_ENABLED - + if(stat & (NOPOWER|BROKEN)) //if the turret has no power or is broken, make the turret pop down if it hasn't already popDown() @@ -553,7 +553,7 @@ var/list/turret_icons if(L.stat && !emagged) //if the perp is dead/dying, no need to bother really return TURRET_NOT_TARGET //move onto next potential victim! - + if(get_dist(src, L) > 7) //if it's too far away, why bother? return TURRET_NOT_TARGET @@ -576,11 +576,11 @@ var/list/turret_icons if(isanimal(L) || issmall(L)) // Animals are not so dangerous return check_anomalies ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET - + if(isalien(L)) // Xenos are dangerous return check_anomalies ? TURRET_PRIORITY_TARGET : TURRET_NOT_TARGET - if(ishuman(L)) //if the target is a human, analyze threat level + if(ishuman(L)) //if the target is a human, analyze threat level if(assess_perp(L, check_access, check_weapons, check_records, check_arrest) < 4) return TURRET_NOT_TARGET //if threat level < 4, keep going @@ -609,8 +609,8 @@ var/list/turret_icons set_raised_raising(raised, 1) playsound(get_turf(src), 'sound/effects/turret/open.wav', 60, 1) update_icon() - - var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc) + + var/atom/flick_holder = new /atom/movable/porta_turret_cover(loc) flick_holder.layer = layer + 0.1 flick("popup", flick_holder) sleep(10) @@ -630,8 +630,8 @@ var/list/turret_icons set_raised_raising(raised, 1) playsound(get_turf(src), 'sound/effects/turret/open.wav', 60, 1) update_icon() - - var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc) + + var/atom/flick_holder = new /atom/movable/porta_turret_cover(loc) flick_holder.layer = layer + 0.1 flick("popdown", flick_holder) sleep(10) @@ -646,7 +646,7 @@ var/list/turret_icons return 10 return ..() - + /obj/machinery/porta_turret/proc/set_raised_raising(var/raised, var/raising) src.raised = raised src.raising = raising diff --git a/code/game/machinery/telecomms/logbrowser.dm b/code/game/machinery/telecomms/logbrowser.dm index 23a01d13508..51319a38237 100644 --- a/code/game/machinery/telecomms/logbrowser.dm +++ b/code/game/machinery/telecomms/logbrowser.dm @@ -224,7 +224,7 @@ if (src.stat & BROKEN) user << "\blue The broken glass falls out." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A ) for (var/obj/C in src) C.loc = src.loc diff --git a/code/game/machinery/telecomms/telemonitor.dm b/code/game/machinery/telecomms/telemonitor.dm index f1eb5bcc883..5c0b8f5eac2 100644 --- a/code/game/machinery/telecomms/telemonitor.dm +++ b/code/game/machinery/telecomms/telemonitor.dm @@ -133,7 +133,7 @@ if (src.stat & BROKEN) user << "\blue The broken glass falls out." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) var/obj/item/weapon/circuitboard/comm_monitor/M = new /obj/item/weapon/circuitboard/comm_monitor( A ) for (var/obj/C in src) C.loc = src.loc diff --git a/code/game/machinery/telecomms/traffic_control.dm b/code/game/machinery/telecomms/traffic_control.dm index 440b6465f63..fe9d7c04f51 100644 --- a/code/game/machinery/telecomms/traffic_control.dm +++ b/code/game/machinery/telecomms/traffic_control.dm @@ -212,7 +212,7 @@ if (src.stat & BROKEN) user << "\blue The broken glass falls out." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A ) for (var/obj/C in src) C.loc = src.loc diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index f43a27d28ae..cc5481e9be4 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -361,7 +361,7 @@ G.destroyed = 1 G.icon_state = "[initial(G.icon_state)]-b" G.density = 0 - PoolOrNew(/obj/item/stack/rods, get_turf(G.loc)) + new /obj/item/stack/rods(get_turf(G.loc)) breakthrough = 1 else if(istype(obstacle, /obj/structure/table)) diff --git a/code/game/objects/items/mountable_frames/frames.dm b/code/game/objects/items/mountable_frames/frames.dm index b6848fc6d12..90560e03bcd 100644 --- a/code/game/objects/items/mountable_frames/frames.dm +++ b/code/game/objects/items/mountable_frames/frames.dm @@ -8,7 +8,7 @@ ..() if (istype(W, /obj/item/weapon/wrench) && sheets_refunded) //new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded ) - var/obj/item/stack/sheet/metal/M = PoolOrNew(/obj/item/stack/sheet/metal, get_turf(src)) + var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(get_turf(src)) M.amount = sheets_refunded qdel(src) diff --git a/code/game/objects/items/weapons/shards.dm b/code/game/objects/items/weapons/shards.dm index 546d0df61b4..df8c9fc329c 100644 --- a/code/game/objects/items/weapons/shards.dm +++ b/code/game/objects/items/weapons/shards.dm @@ -35,10 +35,6 @@ else ..() -/obj/item/weapon/shard/Destroy() - ..() - return QDEL_HINT_PUTINPOOL - /obj/item/weapon/shard/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = I diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm index 114cde56810..938fcc2ccf3 100644 --- a/code/game/objects/structures/displaycase.dm +++ b/code/game/objects/structures/displaycase.dm @@ -11,7 +11,7 @@ var/global/list/captain_display_cases = list() for(var/obj/structure/displaycase/D in captain_display_cases) if(istype(D)) D.ue = fingerprint - + return 1 /obj/structure/displaycase_frame @@ -72,7 +72,7 @@ var/global/list/captain_display_cases = list() sensor.forceMove(src) user << "You add the proximity sensor to the frame." playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) - + if(pstate != state) pstate = state update_icon() @@ -100,7 +100,7 @@ var/global/list/captain_display_cases = list() var/ue = null var/image/occupant_overlay = null var/obj/item/weapon/airlock_electronics/circuit - + /obj/structure/displaycase/captains_laser name = "captain's display case" desc = "A display case for the captain's antique laser gun. Hooked up with an anti-theft system." @@ -113,17 +113,17 @@ var/global/list/captain_display_cases = list() spawn(5) occupant = new /obj/item/weapon/gun/energy/laser/captain(src) update_icon() - + /obj/structure/displaycase/Destroy() dump() qdel(circuit) circuit = null return ..() - + /obj/structure/displaycase/captains_laser/Destroy() captain_display_cases -= src return ..() - + /obj/structure/displaycase/examine(mob/user) ..(user) user << "Peering through the glass, you see that it contains:" @@ -141,7 +141,7 @@ var/global/list/captain_display_cases = list() /obj/structure/displaycase/ex_act(severity) switch(severity) if (1) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) if (occupant) dump() qdel(src) @@ -163,7 +163,7 @@ var/global/list/captain_display_cases = list() /obj/structure/displaycase/blob_act() if (prob(75)) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) if(occupant) dump() qdel(src) @@ -173,15 +173,15 @@ var/global/list/captain_display_cases = list() if (!( src.destroyed )) src.density = 0 src.destroyed = 1 - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) playsound(get_turf(src), "shatter", 70, 1) - update_icon() + update_icon() spawn(0) burglar_alarm() else playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1) return - + /obj/structure/displaycase/proc/burglar_alarm() if(burglar_alarm) var/area/alarmed = get_area(src) @@ -237,7 +237,7 @@ var/global/list/captain_display_cases = list() C.conf_access = req_access else C.conf_access = req_one_access - + if(!destroyed) var/obj/structure/displaycase_frame/F = new(T) F.state = DISPLAYCASE_FRAME_SCREWDRIVER @@ -260,7 +260,7 @@ var/global/list/captain_display_cases = list() else if(!locked) dump() user << "You smash \the [W] into the delicate electronics at the bottom of the case, and deactivate the hover field." - update_icon() + update_icon() else if(locked) user << "It's locked, you can't put anything into it." diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 1d7dc74320d..e6a28d33a1c 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -36,10 +36,6 @@ //height=42 icon='icons/fence-ns.dmi' -/obj/structure/grille/Destroy() - ..() - return QDEL_HINT_PUTINPOOL //pool grilles - /obj/structure/grille/ex_act(severity) qdel(src) @@ -220,11 +216,11 @@ icon_state = "brokengrille" density = 0 destroyed = 1 - PoolOrNew(/obj/item/stack/rods,loc) + new /obj/item/stack/rods(loc) else if(health <= -6) - PoolOrNew(/obj/item/stack/rods,loc) + new /obj/item/stack/rods(loc) qdel(src) return return diff --git a/code/game/objects/structures/lamarr_cage.dm b/code/game/objects/structures/lamarr_cage.dm index c59bcaf648b..1be4d60dea0 100644 --- a/code/game/objects/structures/lamarr_cage.dm +++ b/code/game/objects/structures/lamarr_cage.dm @@ -13,7 +13,7 @@ /obj/structure/lamarr/ex_act(severity) switch(severity) if (1) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) Break() qdel(src) if (2) @@ -35,16 +35,16 @@ /obj/structure/lamarr/blob_act() if (prob(75)) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) Break() qdel(src) - + /obj/structure/lamarr/proc/healthcheck() if (src.health <= 0) if (!( src.destroyed )) src.density = 0 src.destroyed = 1 - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) playsound(src, "shatter", 70, 1) Break() else diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index de093841e70..493fca35423 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -729,9 +729,9 @@ /obj/structure/table/glass/proc/collapse() //glass table collapse is called twice in this code, more efficent to just have a proc src.visible_message("\The [src] shatters, and the frame collapses!", "You hear metal collapsing and glass shattering.") new /obj/item/weapon/table_parts/glass(loc) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) if(prob(50)) //50% chance to spawn two shards - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) qdel(src) /obj/structure/table/glass/attackby(obj/item/I as obj, mob/user as mob, params) diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index 02aed69966e..928d0c5ec2c 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -53,7 +53,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f // This should result in the same materials used to make the window. /obj/structure/window/proc/destroy() for(var/i=0;i 7) //Disassemble deconstructed window into parts playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) for(var/i=0;i\The [src] shatters!") if(prob(75)) - PoolOrNew(/obj/item/weapon/shard/plasma, loc) + new /obj/item/weapon/shard/plasma(loc) if(prob(50)) - PoolOrNew(/obj/item/weapon/shard/plasma, loc) + new /obj/item/weapon/shard/plasma(loc) if(prob(25)) - PoolOrNew(/obj/item/weapon/shard/plasma, loc) + new /obj/item/weapon/shard/plasma(loc) if(prob(75)) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) if(prob(50)) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) if(prob(25)) - PoolOrNew(/obj/item/weapon/shard, loc) + new /obj/item/weapon/shard(loc) return ..() //todo: laser_act diff --git a/code/modules/research/xenoarchaeology/finds/finds.dm b/code/modules/research/xenoarchaeology/finds/finds.dm index a3ab9612471..fd17ebd5e25 100644 --- a/code/modules/research/xenoarchaeology/finds/finds.dm +++ b/code/modules/research/xenoarchaeology/finds/finds.dm @@ -311,9 +311,9 @@ apply_material_decorations = 0 if(22) if(prob(50)) - new_item = PoolOrNew(/obj/item/weapon/shard, loc) + new_item = new /obj/item/weapon/shard(loc) else - new_item = PoolOrNew(/obj/item/weapon/shard/plasma, loc) + new_item = new /obj/item/weapon/shard/plasma(loc) apply_prefix = 0 apply_image_decorations = 0