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()