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