Axes Some Pooling

This commit is contained in:
Fox-McCloud
2015-10-08 01:26:15 -04:00
parent 18a19df30f
commit 69d7a7ed1d
19 changed files with 66 additions and 74 deletions
@@ -170,16 +170,16 @@
var/obj/O
//shards
O = PoolOrNew(/obj/item/weapon/shard, loc)
O = new /obj/item/weapon/shard(loc)
step_to(O, get_turf(pick(view(7, src))))
if(prob(75))
O = PoolOrNew(/obj/item/weapon/shard, loc)
O = new /obj/item/weapon/shard(loc)
step_to(O, get_turf(pick(view(7, src))))
if(prob(50))
O = PoolOrNew(/obj/item/weapon/shard, loc)
O = new /obj/item/weapon/shard(loc)
step_to(O, get_turf(pick(view(7, src))))
if(prob(25))
O = PoolOrNew(/obj/item/weapon/shard, loc)
O = new /obj/item/weapon/shard(loc)
step_to(O, get_turf(pick(view(7, src))))
//rods
@@ -18,7 +18,7 @@
var/obj/item/weapon/broken_bottle/B = new /obj/item/weapon/broken_bottle(user.loc)
user.put_in_active_hand(B)
if(prob(33))
PoolOrNew(/obj/item/weapon/shard, target.loc) // Create a glass shard at the target's location!
new /obj/item/weapon/shard(target.loc) // Create a glass shard at the target's location!
B.icon_state = src.icon_state
var/icon/I = new('icons/obj/drinks.dmi', src.icon_state)
@@ -12,7 +12,7 @@
proc/smash(mob/living/target as mob, mob/living/user as mob)
//Creates a shattering noise and replaces the drinking glass with a glass shard
user.drop_item()
var/obj/item/weapon/shard/S = PoolOrNew(/obj/item/weapon/shard, user.loc)
var/obj/item/weapon/shard/S = new /obj/item/weapon/shard(user.loc)
user.put_in_active_hand(S)
playsound(src, "shatter", 70, 1)
@@ -20,17 +20,17 @@
/obj/structure/crystal/Destroy()
src.visible_message("<span class='danger'>\The [src] shatters!</span>")
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
@@ -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