Removes cloaking device

Adminspawn-only device that is never used, but every time a human
updates icons, they check if they have one. Neat!
This commit is contained in:
Kelenius
2016-02-08 14:28:54 +03:00
parent 84f20b30da
commit f106b3f26b
7 changed files with 4 additions and 72 deletions

View File

@@ -138,8 +138,6 @@ datum/hSB
continue continue
if(istype(O, /obj/item/device/camera)) if(istype(O, /obj/item/device/camera))
continue continue
if(istype(O, /obj/item/weapon/cloaking_device))
continue
if(istype(O, /obj/item/weapon/dummy)) if(istype(O, /obj/item/weapon/dummy))
continue continue
if(istype(O, /obj/item/weapon/melee/energy/sword)) if(istype(O, /obj/item/weapon/melee/energy/sword))

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@@ -145,11 +145,6 @@
qdel(animation) qdel(animation)
for(var/mob/living/carbon/M in oviewers(3, null)) 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() var/safety = M:eyecheck()
if(!safety) if(!safety)
if(!M.blinded) if(!M.blinded)

View File

@@ -27,13 +27,9 @@
return 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. 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 M << "<span class='danger'>BANG</span>" // 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. playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5) // people in normal view. Could theroetically be called during other explosions.
S.active = 0 // -- Polymorph // -- Polymorph
S.icon_state = "shield0"
M << "<span class='danger'>BANG</span>"
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
//Checking for protections //Checking for protections
var/eye_safety = 0 var/eye_safety = 0

View File

@@ -160,39 +160,6 @@
else else
set_light(0) 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 << "<span class='notice'>\The [src] is now active.</span>"
src.icon_state = "shield1"
else
user << "<span class='notice'>\The [src] is now inactive.</span>"
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 /obj/item/weapon/shield/riot/tele
name = "telescopic shield" name = "telescopic shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage." desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."

View File

@@ -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/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/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/weapon/gun/projectile/revolver(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store) 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/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/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/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) var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
for(var/obj/item/briefcase_item in sec_briefcase) for(var/obj/item/briefcase_item in sec_briefcase)

View File

@@ -146,20 +146,7 @@ Please contact me on #coderbus IRC. ~Carn x
update_hud() //TODO: remove the need for this update_hud() //TODO: remove the need for this
overlays.Cut() overlays.Cut()
var/stealth = 0 if (icon_update)
//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)
icon = stand_icon icon = stand_icon
for(var/image/I in overlays_standing) for(var/image/I in overlays_standing)
overlays += I overlays += I

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@@ -84,14 +84,6 @@
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone) /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 //Being hit while using a deadman switch
if(istype(get_active_hand(),/obj/item/device/assembly/signaler)) if(istype(get_active_hand(),/obj/item/device/assembly/signaler))
var/obj/item/device/assembly/signaler/signaler = get_active_hand() var/obj/item/device/assembly/signaler/signaler = get_active_hand()