diff --git a/code/game/gamemodes/sandbox/h_sandbox.dm b/code/game/gamemodes/sandbox/h_sandbox.dm
index df75722aeb..bd54164aa0 100644
--- a/code/game/gamemodes/sandbox/h_sandbox.dm
+++ b/code/game/gamemodes/sandbox/h_sandbox.dm
@@ -138,8 +138,6 @@ datum/hSB
continue
if(istype(O, /obj/item/device/camera))
continue
- if(istype(O, /obj/item/weapon/cloaking_device))
- continue
if(istype(O, /obj/item/weapon/dummy))
continue
if(istype(O, /obj/item/weapon/melee/energy/sword))
diff --git a/code/game/objects/items/devices/flash.dm b/code/game/objects/items/devices/flash.dm
index cfbe33e5fd..da512f9449 100644
--- a/code/game/objects/items/devices/flash.dm
+++ b/code/game/objects/items/devices/flash.dm
@@ -145,11 +145,6 @@
qdel(animation)
for(var/mob/living/carbon/M in oviewers(3, null))
- if(prob(50))
- if (locate(/obj/item/weapon/cloaking_device, M))
- for(var/obj/item/weapon/cloaking_device/S in M)
- S.active = 0
- S.icon_state = "shield0"
var/safety = M:eyecheck()
if(!safety)
if(!M.blinded)
diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm
index fe215be2d8..eb4fda7ee3 100644
--- a/code/game/objects/items/weapons/grenades/flashbang.dm
+++ b/code/game/objects/items/weapons/grenades/flashbang.dm
@@ -27,13 +27,9 @@
return
proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
- if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
- for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
- S.active = 0 // -- Polymorph
- S.icon_state = "shield0"
-
- M << "BANG"
- playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
+ M << "BANG" // Called during the loop that bangs people in lockers/containers and when banging
+ playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5) // people in normal view. Could theroetically be called during other explosions.
+ // -- Polymorph
//Checking for protections
var/eye_safety = 0
diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm
index 879f140314..fe6cd98e71 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -160,39 +160,6 @@
else
set_light(0)
-/obj/item/weapon/cloaking_device
- name = "cloaking device"
- desc = "Use this to become invisible to the human eye."
- icon = 'icons/obj/device.dmi'
- icon_state = "shield0"
- var/active = 0.0
- flags = CONDUCT
- item_state = "electronic"
- throwforce = 10.0
- throw_speed = 2
- throw_range = 10
- w_class = 2.0
- origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
-
-
-/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
- src.active = !( src.active )
- if (src.active)
- user << "\The [src] is now active."
- src.icon_state = "shield1"
- else
- user << "\The [src] 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"
- if(ismob(loc))
- loc:update_icons()
- ..()
-
/obj/item/weapon/shield/riot/tele
name = "telescopic shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm
index 11591be4b1..3db3cfbca6 100644
--- a/code/modules/admin/verbs/debug.dm
+++ b/code/modules/admin/verbs/debug.dm
@@ -496,8 +496,6 @@
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/det(M), slot_head)
- M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
-
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
@@ -604,7 +602,6 @@
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
- M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
for(var/obj/item/briefcase_item in sec_briefcase)
diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm
index 439749ac0c..998b7db978 100644
--- a/code/modules/mob/living/carbon/human/update_icons.dm
+++ b/code/modules/mob/living/carbon/human/update_icons.dm
@@ -146,20 +146,7 @@ Please contact me on #coderbus IRC. ~Carn x
update_hud() //TODO: remove the need for this
overlays.Cut()
- var/stealth = 0
- //cloaking devices. //TODO: get rid of this :<
- for(var/obj/item/weapon/cloaking_device/S in list(l_hand,r_hand,belt,l_store,r_store))
- if(S.active)
- stealth = 1
- break
- if(stealth)
- icon = 'icons/mob/human.dmi'
- icon_state = "body_cloaked"
- var/image/I = overlays_standing[L_HAND_LAYER]
- if(istype(I)) overlays += I
- I = overlays_standing[R_HAND_LAYER]
- if(istype(I)) overlays += I
- else if (icon_update)
+ if (icon_update)
icon = stand_icon
for(var/image/I in overlays_standing)
overlays += I
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index e2535da5ea..3966f60a20 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -84,14 +84,6 @@
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
- //Being hit while using a cloaking device
- var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src)
- if(C && C.active)
- C.attack_self(src)//Should shut it off
- update_icons()
- src << "\blue Your [C.name] was disrupted!"
- Stun(2)
-
//Being hit while using a deadman switch
if(istype(get_active_hand(),/obj/item/device/assembly/signaler))
var/obj/item/device/assembly/signaler/signaler = get_active_hand()