Made the effects of EMP pulses get garbage collected. Less lag on the singularity (around 20 effect del per 5~10 seconds)

This commit is contained in:
Aranclanos
2013-03-13 00:08:20 -03:00
committed by Spamcat
parent 8203e7dced
commit 799ed74a3c
7 changed files with 8 additions and 8 deletions
+1 -1
View File
@@ -30,7 +30,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
mouse_opacity = 0
var/amount = 8.0
/obj/effect/effect/proc/delete()
/obj/effect/proc/delete()
loc = null
return
+1 -1
View File
@@ -15,7 +15,7 @@ proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
pulse.name = "emp pulse"
pulse.anchored = 1
spawn(20)
del(pulse)
pulse.delete()
if(heavy_range > light_range)
light_range = heavy_range
@@ -40,7 +40,7 @@
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8) del(T)
spawn(8) T.delete()
else
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
var/obj/O = new saved_item(src)
@@ -59,7 +59,7 @@
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8) del(T)
spawn(8) T.delete()
proc/disrupt()
if(active_dummy)
+1 -1
View File
@@ -92,7 +92,7 @@
O.icon_state = "nothing"
flick("empdisable",O)
spawn(5)
del(O)
O.delete()
return