Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
This commit is contained in:
TiviPlus
2020-09-23 01:46:21 +02:00
committed by GitHub
parent ea53c48813
commit ff1631b7b9
83 changed files with 126 additions and 2963 deletions

View File

@@ -21,8 +21,6 @@
if(isliving(M))
var/mob/living/L = M
if(L.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
if(L.hellbound && L.stat == DEAD)
return BULLET_ACT_BLOCK
if(L.revive(full_heal = TRUE, admin_revive = TRUE))
L.grab_ghost(force = TRUE) // even suicides
to_chat(L, "<span class='notice'>You rise with a start, you're undead!!!</span>")
@@ -49,8 +47,6 @@
if(target.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
target.death(0)
else
if(target.hellbound && target.stat == DEAD)
return BULLET_ACT_BLOCK
if(target.revive(full_heal = TRUE, admin_revive = TRUE))
target.grab_ghost(force = TRUE) // even suicides
to_chat(target, "<span class='notice'>You rise with a start, you're alive!!!</span>")
@@ -545,7 +541,7 @@
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !L.mind || !L.mind.hasSoul)
if(L.anti_magic_check() || !L.mind)
L.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
to_chat(L, "<span class='danger'>Your body feels drained and there is a burning pain in your chest.</span>")
@@ -553,7 +549,7 @@
L.health = min(L.health, L.maxHealth)
if(L.maxHealth <= 0)
to_chat(L, "<span class='userdanger'>Your weakened soul is completely consumed by the [src]!</span>")
L.mind.hasSoul = FALSE
return
for(var/obj/effect/proc_holder/spell/spell in L.mind.spell_list)
spell.charge_counter = spell.charge_max
spell.recharging = FALSE
@@ -684,22 +680,6 @@
var/turf/T = get_turf(target)
explosion(T, -1, exp_heavy, exp_light, exp_flash, 0, flame_range = exp_fire)
/obj/projectile/magic/aoe/fireball/infernal
name = "infernal fireball"
exp_heavy = -1
exp_light = -1
exp_flash = 4
exp_fire= 5
/obj/projectile/magic/aoe/fireball/infernal/on_hit(target)
. = ..()
if(ismob(target))
var/mob/living/M = target
if(M.anti_magic_check())
return BULLET_ACT_BLOCK
var/turf/T = get_turf(target)
for(var/i=0, i<50, i+=10)
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
//still magic related, but a different path