diff --git a/code/modules/ai/ai_holder_targeting.dm b/code/modules/ai/ai_holder_targeting.dm index a243ab8a58..f06548b4e5 100644 --- a/code/modules/ai/ai_holder_targeting.dm +++ b/code/modules/ai/ai_holder_targeting.dm @@ -117,9 +117,6 @@ if(!can_see_target(the_target) && vision_required) return FALSE - if(istype(the_target, /mob/zshadow)) - return FALSE // no - if(isliving(the_target)) var/mob/living/L = the_target if(ishuman(L) || issilicon(L)) diff --git a/code/modules/multiz/movement_vr.dm b/code/modules/multiz/movement_vr.dm index 963215d389..b217176e50 100644 --- a/code/modules/multiz/movement_vr.dm +++ b/code/modules/multiz/movement_vr.dm @@ -26,48 +26,7 @@ return ..() /mob/CheckFall(var/atom/movable/falling_atom) return falling_atom.fall_impact(src) -/* //Leaving this here to show my previous iterations which failed. -/mob/living/fall_impact(var/atom/hit_atom) //This is called even when a humanoid falls. Dunno why, it just does. - if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing. - var/mob/living/pred = hit_atom - pred.visible_message("\The [pred] falls onto \the [src]! FALL IMPACT MOB") - pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun. - if(isliving(hit_atom) && isliving(src)) - var/mob/living/prey = src - if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey? - pred.feed_grabbed_to_self_falling_nom(pred,prey) - else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey - pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned. -*/ -/mob/zshadow/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 10, var/silent = FALSE, var/planetary = FALSE) //You actually "fall" onto their shadow, first. - /* - var/floor_below = src.loc.below //holy fuck - for(var/mob/M in floor_below.contents) - if(M && M != src) //THIS WEAKENS THE MOBS YOU'RE FALLING ONTO - M.visible_message("\The [src] drops onto \the [M]! FALL IMPACT SHADOW WEAKEN 8") - M.Weaken(8) - */ -/* if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing. - var/mob/living/pred = hit_atom - pred.visible_message("\The [hit_atom] falls onto \the [src.owner]!") - pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun. - var/mob/living/prey = src.owner //The shadow's owner - if(isliving(prey)) - if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey? - pred.feed_grabbed_to_self_falling_nom(pred,prey) - else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey - pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned. - else - playsound(src, "punch", 25, 1, -1) - prey.Weaken(8) //Just fall onto them if neither of the above apply. - var/tdamage - for(var/i = 1 to 10) - tdamage = rand(0, 10)/2 - pred.adjustBruteLoss(tdamage) - prey.adjustBruteLoss(tdamage) - pred.updatehealth() - prey.updatehealth() -*/ + /mob/living/proc/dropped_onto(var/atom/hit_atom) if(!isliving(hit_atom)) return 0 diff --git a/code/modules/turbolift/turbolift.dm b/code/modules/turbolift/turbolift.dm index 5ea1fd683c..78fb4084cd 100644 --- a/code/modules/turbolift/turbolift.dm +++ b/code/modules/turbolift/turbolift.dm @@ -195,8 +195,6 @@ if(istype(AM, /mob/living) && !(AM.is_incorporeal())) var/mob/living/M = AM M.gib() - else if(istype(AM, /mob/zshadow)) - AM.Destroy() //prevent deleting shadow without deleting shadow's shadows else if(AM.simulated && !(istype(AM, /mob/observer)) && !(AM.is_incorporeal())) qdel(AM)