diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm
index 797f0385d4..0ea5cc9265 100644
--- a/code/_onclick/click.dm
+++ b/code/_onclick/click.dm
@@ -88,9 +88,6 @@
return
throw_mode_off()
- if(!istype(A, /obj/item/weapon/gun) && !isturf(A) && !istype(A, /obj/screen))
- last_target_click = world.time
-
var/obj/item/W = get_active_hand()
if(W == A) // Handle attack_self
diff --git a/code/_onclick/hud/hud.dm b/code/_onclick/hud/hud.dm
index 5a9b45bfca..5c12f86d7d 100644
--- a/code/_onclick/hud/hud.dm
+++ b/code/_onclick/hud/hud.dm
@@ -310,7 +310,7 @@ datum/hud/New(mob/owner)
else
src.client.screen -= src.healths
src.client.screen -= src.internals
- src.client.screen -= src.gun_setting_icon
+ //src.client.screen -= src.gun_setting_icon
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
@@ -327,8 +327,8 @@ datum/hud/New(mob/owner)
src.client.screen |= src.healths
if(src.internals)
src.client.screen |= src.internals
- if(src.gun_setting_icon)
- src.client.screen |= src.gun_setting_icon
+ //if(src.gun_setting_icon)
+ // src.client.screen |= src.gun_setting_icon
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
src.client.screen += src.zone_sel //This one is a special snowflake
diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm
index ab5d0f6a12..d75a5e23f0 100644
--- a/code/_onclick/hud/human.dm
+++ b/code/_onclick/hud/human.dm
@@ -337,6 +337,7 @@
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
hud_elements |= mymob.zone_sel
+ /*
//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
mymob.gun_setting_icon.icon = ui_style
@@ -363,7 +364,7 @@
mymob.radio_use_icon.icon = ui_style
mymob.radio_use_icon.color = ui_color
mymob.radio_use_icon.alpha = ui_alpha
-
+ */
mymob.client.screen = null
diff --git a/code/_onclick/hud/monkey.dm b/code/_onclick/hud/monkey.dm
index d24d9322a5..54afe01083 100644
--- a/code/_onclick/hud/monkey.dm
+++ b/code/_onclick/hud/monkey.dm
@@ -250,11 +250,13 @@
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
+ /*
//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
if (mymob.client)
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
mymob.gun_setting_icon.set_dir(2)
+
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
if (G.aim_targets)
mymob.item_use_icon = new /obj/screen/gun/item(null)
@@ -273,10 +275,11 @@
mymob.gun_run_icon.set_dir(1)
src.adding += mymob.gun_run_icon
src.adding += mymob.gun_move_icon
+ */
mymob.client.screen = null
- mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
+ mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other
return
diff --git a/code/_onclick/hud/robot.dm b/code/_onclick/hud/robot.dm
index eb31c7019b..303e3cadba 100644
--- a/code/_onclick/hud/robot.dm
+++ b/code/_onclick/hud/robot.dm
@@ -151,6 +151,7 @@ var/obj/screen/robot_inventory
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
+ /*
//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
if (mymob.client)
@@ -174,10 +175,11 @@ var/obj/screen/robot_inventory
mymob.gun_run_icon.set_dir(1)
src.adding += mymob.gun_run_icon
src.adding += mymob.gun_move_icon
+ */
mymob.client.screen = null
- mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon, robot_inventory) //, mymob.rest, mymob.sleep, mymob.mach )
+ mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, robot_inventory) //, mymob.gun_setting_icon, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other
return
diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm
index 1f30726c07..a384cb0140 100644
--- a/code/_onclick/hud/screen_objects.dm
+++ b/code/_onclick/hud/screen_objects.dm
@@ -95,38 +95,6 @@
usr.ClickOn(master)
return 1
-/obj/screen/gun
- name = "gun"
- icon = 'icons/mob/screen1.dmi'
- master = null
- dir = 2
-
- move
- name = "Allow Walking"
- icon_state = "no_walk0"
- screen_loc = ui_gun2
-
- run
- name = "Allow Running"
- icon_state = "no_run0"
- screen_loc = ui_gun3
-
- item
- name = "Allow Item Use"
- icon_state = "no_item0"
- screen_loc = ui_gun1
-
- mode
- name = "Toggle Gun Mode"
- icon_state = "gun0"
- screen_loc = ui_gun_select
- //dir = 1
-
- radio
- name = "Allow Radio Use"
- icon_state = "no_radio0"
- screen_loc = ui_gun4
-
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
@@ -432,6 +400,7 @@
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(3)
+ /*
if("Allow Walking", "Disallow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
@@ -470,7 +439,7 @@
return
usr.client.AllowTargetRadio()
gun_click_time = world.time
-
+ */
else
return 0
return 1
diff --git a/code/game/objects/items/devices/PDA/PDA.dm b/code/game/objects/items/devices/PDA/PDA.dm
index e0d7ddad3a..d83d30432b 100644
--- a/code/game/objects/items/devices/PDA/PDA.dm
+++ b/code/game/objects/items/devices/PDA/PDA.dm
@@ -949,7 +949,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/proc/create_message(var/mob/living/U = usr, var/obj/item/device/pda/P, var/tap = 1)
if(tap)
U.visible_message("\The [U] taps on \his PDA's screen.")
- U.last_target_click = world.time
+ //U.last_target_click = world.time
var/t = input(U, "Please enter message", P.name, null) as text
t = sanitize(t)
//t = readd_quotes(t)
diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm
index affde77733..8922fad1e9 100644
--- a/code/game/objects/items/devices/radio/radio.dm
+++ b/code/game/objects/items/devices/radio/radio.dm
@@ -278,7 +278,7 @@ var/global/list/default_medbay_channels = list(
if(wires.IsIndexCut(WIRE_TRANSMIT)) // The device has to have all its wires and shit intact
return 0
- M.last_target_radio = world.time // For the projectile targeting system
+ //M.last_target_radio = world.time // For the projectile targeting system
if(!radio_connection)
set_frequency(frequency)
diff --git a/code/modules/client/ui_style.dm b/code/modules/client/ui_style.dm
index 12521a6a1e..acc2a1512e 100644
--- a/code/modules/client/ui_style.dm
+++ b/code/modules/client/ui_style.dm
@@ -35,11 +35,13 @@
//update UI
var/list/icons = usr.hud_used.adding + usr.hud_used.other + usr.hud_used.hotkeybuttons
icons.Add(usr.zone_sel)
+ /*
icons.Add(usr.gun_setting_icon)
icons.Add(usr.item_use_icon)
icons.Add(usr.gun_move_icon)
icons.Add(usr.gun_run_icon)
icons.Add(usr.radio_use_icon)
+ */
var/icon/ic = all_ui_styles[UI_style_new]
diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm
index b3d59aaf7d..f123f17b55 100644
--- a/code/modules/clothing/spacesuits/rig/rig.dm
+++ b/code/modules/clothing/spacesuits/rig/rig.dm
@@ -851,7 +851,6 @@
return 0
// AIs are a bit slower than regular and ignore move intent.
- wearer.last_move_intent = world.time + ai_controlled_move_delay
wearer_move_delay = world.time + ai_controlled_move_delay
var/tickcomp = 0
diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm
index d89268fe1b..3e5731543c 100644
--- a/code/modules/mob/living/carbon/human/update_icons.dm
+++ b/code/modules/mob/living/carbon/human/update_icons.dm
@@ -429,17 +429,6 @@ var/global/list/damage_icon_parts = list()
overlays_standing[MUTATIONS_LAYER] = null
if(update_icons) update_icons()
-//Call when target overlay should be added/removed
-/mob/living/carbon/human/update_targeted(var/update_icons=1)
- if (targeted_by && target_locked)
- overlays_standing[TARGETED_LAYER] = target_locked
- else if (!targeted_by && target_locked)
- qdel(target_locked)
- if (!targeted_by)
- overlays_standing[TARGETED_LAYER] = null
- if(update_icons) update_icons()
-
-
/* --------------------------------------- */
//For legacy support.
/mob/living/carbon/human/regenerate_icons()
diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm
index 93f9e40922..8507053e23 100644
--- a/code/modules/mob/living/silicon/robot/robot.dm
+++ b/code/modules/mob/living/silicon/robot/robot.dm
@@ -703,14 +703,6 @@
icon_state = module_sprites[icontype]
return
-//Call when target overlay should be added/removed
-/mob/living/silicon/robot/update_targeted()
- if(!targeted_by && target_locked)
- qdel(target_locked)
- updateicon()
- if (targeted_by && target_locked)
- overlays += target_locked
-
/mob/living/silicon/robot/proc/installed_modules()
if(weapon_lock)
src << "\red Weapon lock active, unable to use modules! Count:[weaponlock_time]"
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index d26f524262..57b5f974be 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -37,10 +37,10 @@
pressure = null
damageoverlay = null
pain = null
- item_use_icon = null
- gun_move_icon = null
- gun_run_icon = null
- gun_setting_icon = null
+ //item_use_icon = null
+ //gun_move_icon = null
+ //gun_run_icon = null
+ //gun_setting_icon = null
spell_masters = null
zone_sel = null
diff --git a/code/modules/mob/mob_movement.dm b/code/modules/mob/mob_movement.dm
index d8b8778f42..e946a9df41 100644
--- a/code/modules/mob/mob_movement.dm
+++ b/code/modules/mob/mob_movement.dm
@@ -265,7 +265,7 @@
return 0
move_delay = world.time//set move delay
- mob.last_move_intent = world.time + 10
+
switch(mob.m_intent)
if("run")
if(mob.drowsyness > 0)
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 733b086669..3abac6c315 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -123,17 +123,20 @@
/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
if(adjacent) return //A is adjacent, is the user, or is on the user's person
- //decide whether to aim or shoot normally
- var/aiming = 0
+ /*
if(user && user.client && !(A in aim_targets))
if(user.client.gun_mode)
aiming = PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
+ return
+ */
- if (!aiming)
- if(user && user.a_intent == I_HELP) //regardless of what happens, refuse to shoot if help intent is on
- user << "\red You refrain from firing your [src] as your intent is set to help."
- else
- Fire(A,user,params) //Otherwise, fire normally.
+ if(user && user.a_intent == I_HELP) //regardless of what happens, refuse to shoot if help intent is on
+ user << "You refrain from firing your [src] as your intent is set to help."
+ else
+ Fire(A,user,params) //Otherwise, fire normally.
+
+/obj/item/weapon/gun/proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
+ return
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
diff --git a/code/modules/projectiles/targeting.dm b/code/modules/projectiles/targeting.dm
deleted file mode 100644
index de9e115b8e..0000000000
--- a/code/modules/projectiles/targeting.dm
+++ /dev/null
@@ -1,407 +0,0 @@
-/obj/item/weapon/gun/verb/toggle_firerate()
- set name = "Toggle Continue Aiming"
- set category = "Object"
-
- keep_aim = !keep_aim
-
- if (keep_aim)
- loc << "You will now continue firing when your target moves."
- else
- loc << "You will now only fire once, then lower your aim, when your target moves."
-
-/obj/item/weapon/gun/verb/lower_aim()
- set name = "Lower Aim"
- set category = "Object"
- if(aim_targets)
- stop_aim()
- usr.visible_message(" \The [usr] lowers \the [src]...")
-
-//Removing the lock and the buttons.
-/obj/item/weapon/gun/dropped(mob/user as mob)
- stop_aim()
- if(user && user.client)
- user.client.remove_gun_icons()
- return ..()
-
-/obj/item/weapon/gun/equipped(var/mob/user, var/slot)
- if (slot != slot_l_hand && slot != slot_r_hand)
- stop_aim()
- if (user.client)
- user.client.remove_gun_icons()
- return ..()
-
-//Removes lock from all targets
-/obj/item/weapon/gun/proc/stop_aim()
- if(aim_targets)
- for(var/mob/living/M in aim_targets)
- if(M)
- M.NotTargeted(src) //Untargeting people.
- aim_targets = null
-
-//Compute how to fire.....
-//Return 1 if a target was found, 0 otherwise.
-/obj/item/weapon/gun/proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
- //Lets not spam it.
- if(lock_time > world.time - 2) return
-
- user.set_dir(get_cardinal_dir(src, A))
- if(isliving(A) && !(A in aim_targets))
- Aim(A) //Clicked a mob, aim at them
- return 1
-
- //Didn't click someone, check if there is anyone along that guntrace
- var/mob/living/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr) //Find dat mob.
- if(isliving(M) && (M in view(user)) && !(M in aim_targets))
- Aim(M) //Aha! Aim at them!
- return 1
-
- return 0
-
-//Aiming at the target mob.
-/obj/item/weapon/gun/proc/Aim(var/mob/living/M)
- if(!aim_targets || !(M in aim_targets))
- admin_attack_log(usr, M, "Pointed a [src] at [M]", "Had a [src] aimed at them, by [usr]", "aims a gun ([src]) (MODE: [src.mode_name]) at")
- lock_time = world.time
- if(aim_targets && !multi_aim) //If they're targeting someone and they have a non multi_aim weapon.
- for(var/mob/living/L in aim_targets)
- if(L)
- L.NotTargeted(src)
- aim_targets = null
- usr.visible_message("[usr] turns \the [src] on [M]!")
- else
- usr.visible_message("[usr] aims \a [src] at [M]!")
- M.Targeted(src)
-
-//HE MOVED, SHOOT HIM!
-/obj/item/weapon/gun/proc/TargetActed(var/mob/living/T)
- var/mob/living/M = loc
- if(M == T) return
- if(!istype(M)) return
- if(src != M.get_active_hand())
- stop_aim()
- return
-
- //reflex firing is disabled when help intent is set
- if (M.a_intent == I_HELP)
- M << "You refrain from firing your [src] as your intent is set to help."
- return
-
- M.last_move_intent = world.time
- var/firing_check = can_hit(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
- if(firing_check > 0)
- if(firing_check == 1)
- Fire(T,usr, reflex = 1)
- else if(!told_cant_shoot)
- M << "They can't be hit from here!"
- told_cant_shoot = 1
- spawn(30)
- told_cant_shoot = 0
-
- usr.set_dir(get_cardinal_dir(src, T))
-
- if (!keep_aim) // If keep_aim is set to lower aim after one shot, untarget the target
- T.NotTargeted(src)
-
-//Yay, math!
-
-#define SIGN(X) ((X<0)?-1:1)
-
-/proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
- //bluh << "Tracin' [X1],[Y1] to [X2],[Y2] on floor [Z]."
- var/turf/T
- var/mob/living/M
- if(X1==X2)
- if(Y1==Y2) return 0 //Light cannot be blocked on same tile
- else
- var/s = SIGN(Y2-Y1)
- Y1+=s
- while(1)
- T = locate(X1,Y1,Z)
- if(!T) return 0
- M = locate() in T
- if(M) return M
- M = locate() in orange(1,T)-exc_obj
- if(M) return M
- Y1+=s
- else
- var
- m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
- b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
- signX = SIGN(X2-X1)
- signY = SIGN(Y2-Y1)
- if(X1= 5)
- if(ismob(I.loc))
- I.loc << "You can only target 5 people at once!"
- return
- else
- return
- for(var/mob/living/K in viewers(usr))
- K << 'sound/weapons/TargetOn.ogg'
-
- if(!targeted_by) targeted_by = list()
- targeted_by += I
- I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
- src << "((Your character is being targeted. They have 2 seconds to stop any click or move actions. While targeted, they may \
- drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map objects (floors and walls are fine), their items \
- (other than a weapon to de-target), moving, or talking into a radio will result in being fired upon. The aggressor may also fire manually, \
- so try not to get on their bad side.))"
-
- if(targeted_by.len == 1)
- spawn(0)
- target_locked = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locking")
- overlays += target_locked
- spawn(0)
- sleep(20)
- if(target_locked)
- target_locked = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locked")
- update_targeted()
-
- //Adding the buttons to the controller person
- var/mob/living/T = I.loc
- if(T)
- if(T.client)
- T.client.add_gun_icons()
- else
- I.lower_aim()
- return
- if(iscarbon(src) && m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0)
- src << "Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
- set_m_intent("walk")
-
- //Processing the aiming. Should be probably in separate object with process() but lasy.
- while(targeted_by && T.client)
- if(last_move_intent > I.lock_time + 10 && !T.client.target_can_move) //If target moved when not allowed to
- I.TargetActed(src)
- if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
- I.lock_time = world.time + 5
- I.lock_time = world.time + 5
- I.last_moved_mob = src
- else if(last_move_intent > I.lock_time + 10 && !T.client.target_can_run && m_intent == "run") //If the target ran while targeted
- I.TargetActed(src)
- if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
- I.lock_time = world.time + 5
- I.lock_time = world.time + 5
- I.last_moved_mob = src
- if(last_target_click > I.lock_time + 10 && !T.client.target_can_click) //If the target clicked the map to pick something up/shoot/etc
- I.TargetActed(src)
- if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
- I.lock_time = world.time + 5
- I.lock_time = world.time + 5
- I.last_moved_mob = src
- if(last_target_radio > I.lock_time + 10 && !T.client.target_can_radio)
- I.TargetActed(src)
- if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
- I.lock_time = world.time + 5
- I.lock_time = world.time + 5
- I.last_moved_mob = src
- sleep(1)
-
-/mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
- if(!I.silenced)
- for(var/mob/living/M in viewers(src))
- M << 'sound/weapons/TargetOff.ogg'
- targeted_by -= I
- I.aim_targets.Remove(src) //De-target them
- if(!I.aim_targets.len)
- I.aim_targets = null
- var/mob/living/T = I.loc //Remove the targeting icons
- if(T && ismob(T) && !I.aim_targets && T.client)
- T.client.remove_gun_icons()
- if(!targeted_by.len)
- qdel(target_locked) //Remove the overlay
- targeted_by.Cut()
- spawn(1) update_targeted()
-
-/mob/living/Move()
- . = ..()
- for(var/obj/item/weapon/gun/G in targeted_by) //Handle moving out of the gunner's view.
- var/mob/living/M = G.loc
- if(!(M in view(src)))
- NotTargeted(G)
- for(var/obj/item/weapon/gun/G in src) //Handle the gunner loosing sight of their target/s
- if(G.aim_targets)
- for(var/mob/living/M in G.aim_targets)
- if(M && !(M in view(src)))
- M.NotTargeted(G)
-
-//If you move out of range, it isn't going to still stay locked on you any more.
-/client/var
- target_can_move = 0
- target_can_run = 0
- target_can_click = 0
- target_can_radio = 0
- gun_mode = 0
-
-//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
-/client/proc/add_gun_icons()
- if(!usr) return 1 // This can runtime if someone manages to throw a gun out of their hand before the proc is called.
- screen += usr.item_use_icon
- screen += usr.gun_move_icon
- screen += usr.radio_use_icon
- if (target_can_move)
- screen += usr.gun_run_icon
-
-
-
-/client/proc/remove_gun_icons()
- if(!usr) return 1 // Runtime prevention on N00k agents spawning with SMG
- screen -= usr.item_use_icon
- screen -= usr.gun_move_icon
- screen -= usr.radio_use_icon
- if (target_can_move)
- screen -= usr.gun_run_icon
-
-/client/verb/ToggleGunMode()
- set name = "Toggle Gun Mode"
- set hidden = 1
- gun_mode = !gun_mode
- if(gun_mode)
- usr << "You will now take people captive."
- else
- usr << "You will now shoot where you target."
- for(var/obj/item/weapon/gun/G in usr)
- G.stop_aim()
- remove_gun_icons()
- if(usr.gun_setting_icon)
- usr.gun_setting_icon.icon_state = "gun[gun_mode]"
-
-
-/client/verb/AllowTargetMove()
- set hidden=1
-
- //Changing client's permissions
- target_can_move = !target_can_move
- if(target_can_move)
- usr << "Target may now walk."
- //usr.gun_run_icon = new /obj/screen/gun/run(null) //adding icon for running permission
- screen += usr.gun_run_icon
- else
- usr << "Target may no longer move."
- target_can_run = 0
- qdel(usr.gun_run_icon) //no need for icon for running permission
-
- //Updating walking permission button
- if(usr.gun_move_icon)
- usr.gun_move_icon.icon_state = "no_walk[target_can_move]"
- usr.gun_move_icon.name = "[target_can_move ? "Disallow" : "Allow"] Walking"
-
- //Handling change for all the guns on client
- for(var/obj/item/weapon/gun/G in usr)
- G.lock_time = world.time + 5
- if(G.aim_targets)
- for(var/mob/living/M in G.aim_targets)
- if(target_can_move)
- M << "Your character may now walk at the discretion of their targeter."
- if(!target_can_run)
- M << "Your move intent is now set to walk, as your targeter permits it."
- M.set_m_intent("walk")
- else
- M << "Your character will now be shot if they move."
-
-/mob/living/proc/set_m_intent(var/intent)
- if (intent != "walk" && intent != "run")
- return 0
- m_intent = intent
- if(hud_used)
- if (hud_used.move_intent)
- hud_used.move_intent.icon_state = intent == "walk" ? "walking" : "running"
-
-client/verb/AllowTargetRun()
- set hidden=1
-
- //Changing client's permissions
- target_can_run = !target_can_run
- if(target_can_run)
- usr << "Target may now run."
- else
- usr << "Target may no longer run."
-
- //Updating running permission button
- if(usr.gun_run_icon)
- usr.gun_run_icon.icon_state = "no_run[target_can_run]"
- usr.gun_run_icon.name = "[target_can_run ? "Disallow" : "Allow"] Running"
-
- //Handling change for all the guns on client
- for(var/obj/item/weapon/gun/G in src)
- G.lock_time = world.time + 5
- if(G.aim_targets)
- for(var/mob/living/M in G.aim_targets)
- if(target_can_run)
- M << "Your character may now run at the discretion of their targeter."
- else
- M << "Your character will now be shot if they run."
-
-/client/verb/AllowTargetClick()
- set hidden=1
-
- //Changing client's permissions
- target_can_click = !target_can_click
- if(target_can_click)
- usr << "Target may now use items."
- else
- usr << "Target may no longer use items."
-
- if(usr.item_use_icon)
- usr.item_use_icon.icon_state = "no_item[target_can_click]"
- usr.item_use_icon.name = "[target_can_click ? "Disallow" : "Allow"] Item Use"
-
- //Handling change for all the guns on client
- for(var/obj/item/weapon/gun/G in src)
- G.lock_time = world.time + 5
- if(G.aim_targets)
- for(var/mob/living/M in G.aim_targets)
- if(target_can_click)
- M << "Your character may now use items at the discretion of their targeter."
- else
- M << "Your character will now be shot if they use items."
-
-/client/verb/AllowTargetRadio()
- set hidden=1
-
- target_can_radio = !target_can_radio
- if(target_can_radio)
- usr << "Target may now use radio."
- else
- usr << "Target may no longer use radio."
-
- if(usr.radio_use_icon)
- usr.radio_use_icon.icon_state = "no_radio[target_can_radio]"
- usr.radio_use_icon.name = "[target_can_radio ? "Disallow" : "Allow"] Radio Use"
-
- //Handling change for all the guns on client
- for(var/obj/item/weapon/gun/G in src)
- G.lock_time = world.time + 5
- if(G.aim_targets)
- for(var/mob/living/M in G.aim_targets)
- if(target_can_radio)
- M << "Your character may now use the radio at the discretion of their targeter."
- else
- M << "Your character will now be shot if they use the radio."
diff --git a/polaris.dme b/polaris.dme
index 2acbed414c..f0bd34d22a 100644
--- a/polaris.dme
+++ b/polaris.dme
@@ -1610,7 +1610,6 @@
#include "code\modules\projectiles\effects.dm"
#include "code\modules\projectiles\gun.dm"
#include "code\modules\projectiles\projectile.dm"
-#include "code\modules\projectiles\targeting.dm"
#include "code\modules\projectiles\ammunition\boxes.dm"
#include "code\modules\projectiles\ammunition\bullets.dm"
#include "code\modules\projectiles\guns\alien.dm"