diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index d6c711984013..3c01688b70d7 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -301,7 +301,7 @@ /obj/structure/ship_ammo/rocket/banshee/detonate_on(turf/impact) impact.ceiling_debris_check(3) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 175, 20, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name)), source_mob), 0.5 SECONDS) //Small explosive power with a small fall off for a big explosion range - fire_spread(impact, create_cause_data(initial(name), source_mob), 4, 15, 50, "#00b8ff") //Very intense but the fire doesn't last very long + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(fire_spread), impact, create_cause_data(initial(name), source_mob), 4, 15, 50, "#00b8ff"), 0.5 SECONDS) //Very intense but the fire doesn't last very long QDEL_IN(src, 0.5 SECONDS) /obj/structure/ship_ammo/rocket/keeper @@ -344,7 +344,7 @@ /obj/structure/ship_ammo/rocket/napalm/detonate_on(turf/impact) impact.ceiling_debris_check(3) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 200, 25, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name)), source_mob), 0.5 SECONDS) - fire_spread(impact, create_cause_data(initial(name), source_mob), 6, 60, 30, "#EE6515") //Color changed into napalm's color to better convey how intense the fire actually is. + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(fire_spread), impact, create_cause_data(initial(name), source_mob), 6, 60, 30, "#EE6515"), 0.5 SECONDS) //Color changed into napalm's color to better convey how intense the fire actually is. QDEL_IN(src, 0.5 SECONDS)