Reverts the second mob clean up because of incomplete implementation.

This caused an error that would then cause machinery to hang on the server, and was reproduced successfully.
This commit is contained in:
Datraen
2016-05-03 23:29:21 -04:00
parent fbcf5bd530
commit beda3185eb
152 changed files with 458 additions and 303 deletions
+1 -1
View File
@@ -21,7 +21,7 @@
if (can_hang && !coat)
user.visible_message("[user] hangs [W] on \the [src].", "You hang [W] on the \the [src]")
coat = W
user.removeItem(coat, src)
user.drop_from_inventory(coat, src)
update_icon()
else
user << "<span class='notice'>You cannot hang [W] on [src]</span>"
@@ -66,7 +66,8 @@
user << "<span class='warning'>Unwield the axe first.</span>"
return
fireaxe = O
user.removeItem(O, src)
user.remove_from_mob(O)
src.contents += O
user << "<span class='notice'>You place the fire axe back in the [src.name].</span>"
update_icon()
else
+2 -1
View File
@@ -27,7 +27,8 @@
return
if(istype(O, /obj/item/weapon/extinguisher))
if(!has_extinguisher && opened)
user.removeItem(O, src)
user.remove_from_mob(O)
contents += O
has_extinguisher = O
user << "<span class='notice'>You place [O] in [src].</span>"
else
+2 -1
View File
@@ -33,7 +33,8 @@
if(notices < 5)
O.add_fingerprint(user)
add_fingerprint(user)
user.removeItem(O, src)
user.drop_from_inventory(O)
O.loc = src
notices++
icon_state = "nboard0[notices]" //update sprite
user << "<span class='notice'>You pin the paper to the noticeboard.</span>"
@@ -96,7 +96,9 @@
user << "\The [src] is already padded."
return
var/obj/item/stack/C = W
if(C.get_amount() < 1)
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
if(istype(W,/obj/item/stack/tile/carpet))
@@ -110,7 +112,8 @@
return
C.use(1)
if(!istype(src.loc, /turf))
user.removeItem(src, get_turf(src))
user.drop_from_inventory(src)
src.loc = get_turf(src)
user << "You add padding to \the [src]."
add_padding(padding_type)
return
@@ -72,7 +72,7 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!</span>")
user.removeItem(src)
user.remove_from_mob(src)
dismantle()
qdel(src)
var/mob/living/T = M
@@ -112,7 +112,9 @@ var/global/list/stool_cache = list() //haha stool
user << "\The [src] is already padded."
return
var/obj/item/stack/C = W
if(C.get_amount() < 1)
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
if(istype(W,/obj/item/stack/tile/carpet))
@@ -126,7 +128,8 @@ var/global/list/stool_cache = list() //haha stool
return
C.use(1)
if(!istype(src.loc, /turf))
user.removeItem(src, get_turf(src))
user.drop_from_inventory(src)
src.loc = get_turf(src)
user << "You add padding to \the [src]."
add_padding(padding_type)
return
+2 -1
View File
@@ -27,7 +27,8 @@
if(istype(W, /obj/item/target))
density = 0
W.density = 1
user.removeItem(W, loc)
user.remove_from_mob(W)
W.loc = loc
W.layer = 3.1
pinned_target = W
user << "You slide the target into the stake."