/*/obj/item/device/shield I have not see this thing used in quite some time and it just clutters up some of the mob code, also I am fairly sure it makes you invis with the newer cloaking icons name = "shield" desc = "This is an item which is specially crafted to shield you. It is much like a visible version of the outdated cloaking device." icon_state = "shield0" var/active = 0.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 /obj/item/device/shield/attack_self(mob/user as mob) src.active = !( src.active ) if (src.active) user << "\blue The shield is now active." src.icon_state = "shield1" else user << "\blue The shield is now inactive." src.icon_state = "shield0" src.add_fingerprint(user) return */ /obj/item/weapon/cloaking_device name = "cloaking device" desc = "Use this to become invisible to the human eyesocket." icon = 'device.dmi' icon_state = "shield0" var/active = 0.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" throwforce = 10.0 throw_speed = 2 throw_range = 10 w_class = 2.0 origin_tech = "magnets=3;syndicate=4" /obj/item/weapon/cloaking_device/attack_self(mob/user as mob) src.active = !( src.active ) if (src.active) user << "\blue The cloaking device is now active." src.icon_state = "shield1" else user << "\blue The cloaking device is now inactive." src.icon_state = "shield0" src.add_fingerprint(user) return /obj/item/weapon/cloaking_device/emp_act(severity) active = 0 icon_state = "shield0" ..()