diff --git a/code/game/objects/effects/landmarks.dm b/code/game/objects/effects/landmarks.dm index 32face5c02..b5916753ed 100644 --- a/code/game/objects/effects/landmarks.dm +++ b/code/game/objects/effects/landmarks.dm @@ -254,7 +254,7 @@ ..() GLOB.prisonwarp += loc return INITIALIZE_HINT_QDEL - + /obj/effect/landmark/ert_spawn name = "Emergencyresponseteam" @@ -310,7 +310,7 @@ /obj/effect/landmark/servant_of_ratvar/Initialize(mapload) ..() GLOB.servant_spawns += loc - qdel(src) + return INITIALIZE_HINT_QDEL //City of Cogs entrances /obj/effect/landmark/city_of_cogs @@ -320,7 +320,7 @@ /obj/effect/landmark/city_of_cogs/Initialize(mapload) ..() GLOB.city_of_cogs_spawns += loc - qdel(src) + return INITIALIZE_HINT_QDEL //generic event spawns /obj/effect/landmark/event_spawn diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index 38251dc3ec..f00d6f5379 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -650,7 +650,7 @@ /obj/structure/window/reinforced/clockwork/Initialize(mapload, direct) if(fulltile) made_glow = TRUE - ..() + . = ..() QDEL_LIST(debris) var/amount_of_gears = 2 if(fulltile) diff --git a/code/game/turfs/simulated/wall/misc_walls.dm b/code/game/turfs/simulated/wall/misc_walls.dm index e39c791cee..bb45e2df20 100644 --- a/code/game/turfs/simulated/wall/misc_walls.dm +++ b/code/game/turfs/simulated/wall/misc_walls.dm @@ -59,7 +59,7 @@ var/obj/effect/clockwork/overlay/wall/realappearence /turf/closed/wall/clockwork/Initialize() - ..() + . = ..() new /obj/effect/temp_visual/ratvar/wall(src) new /obj/effect/temp_visual/ratvar/beam(src) realappearence = new /obj/effect/clockwork/overlay/wall(src) diff --git a/code/modules/mob/living/death.dm b/code/modules/mob/living/death.dm index cd53ede7f6..5a3d10ac12 100644 --- a/code/modules/mob/living/death.dm +++ b/code/modules/mob/living/death.dm @@ -34,7 +34,7 @@ dust_animation() spawn_dust(just_ash) - qdel(src) + QDEL_IN(src,5) // since this is sometimes called in the middle of movement, allow half a second for movement to finish, ghosting to happen and animation to play. Looks much nicer and doesn't cause multiple runtimes. /mob/living/proc/dust_animation() return diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm index 3bf2223047..da08daf408 100644 --- a/code/modules/mob/living/silicon/ai/ai.dm +++ b/code/modules/mob/living/silicon/ai/ai.dm @@ -86,7 +86,7 @@ var/chnotify = 0 /mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai) - ..() + . = ..() if(!target_ai) //If there is no player/brain inside. new/obj/structure/AIcore/deactivated(loc) //New empty terminal. qdel(src)//Delete AI. @@ -988,6 +988,6 @@ return /mob/living/silicon/ai/spawned/Initialize(mapload, datum/ai_laws/L, mob/target_ai) + . = ..() if(!target_ai) target_ai = src //cheat! just give... ourselves as the spawned AI, because that's technically correct - ..()