mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Removes cloaking device
Adminspawn-only device that is never used, but every time a human updates icons, they check if they have one. Neat!
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@@ -138,8 +138,6 @@ datum/hSB
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continue
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if(istype(O, /obj/item/device/camera))
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continue
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if(istype(O, /obj/item/weapon/cloaking_device))
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continue
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if(istype(O, /obj/item/weapon/dummy))
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continue
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if(istype(O, /obj/item/weapon/melee/energy/sword))
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@@ -145,11 +145,6 @@
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qdel(animation)
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for(var/mob/living/carbon/M in oviewers(3, null))
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if(prob(50))
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if (locate(/obj/item/weapon/cloaking_device, M))
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for(var/obj/item/weapon/cloaking_device/S in M)
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S.active = 0
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S.icon_state = "shield0"
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var/safety = M:eyecheck()
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if(!safety)
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if(!M.blinded)
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@@ -27,13 +27,9 @@
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return
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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.
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if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
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for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
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S.active = 0 // -- Polymorph
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S.icon_state = "shield0"
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M << "<span class='danger'>BANG</span>"
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
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M << "<span class='danger'>BANG</span>" // Called during the loop that bangs people in lockers/containers and when banging
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5) // people in normal view. Could theroetically be called during other explosions.
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// -- Polymorph
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//Checking for protections
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var/eye_safety = 0
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@@ -160,39 +160,6 @@
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else
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set_light(0)
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/obj/item/weapon/cloaking_device
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name = "cloaking device"
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desc = "Use this to become invisible to the human eye."
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icon = 'icons/obj/device.dmi'
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icon_state = "shield0"
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var/active = 0.0
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flags = CONDUCT
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item_state = "electronic"
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throwforce = 10.0
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throw_speed = 2
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throw_range = 10
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w_class = 2.0
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origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "<span class='notice'>\The [src] is now active.</span>"
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src.icon_state = "shield1"
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else
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user << "<span class='notice'>\The [src] is now inactive.</span>"
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src.icon_state = "shield0"
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src.add_fingerprint(user)
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return
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/obj/item/weapon/cloaking_device/emp_act(severity)
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active = 0
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icon_state = "shield0"
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if(ismob(loc))
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loc:update_icons()
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..()
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/obj/item/weapon/shield/riot/tele
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name = "telescopic shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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@@ -496,8 +496,6 @@
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/det(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
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@@ -604,7 +602,6 @@
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
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for(var/obj/item/briefcase_item in sec_briefcase)
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@@ -146,20 +146,7 @@ Please contact me on #coderbus IRC. ~Carn x
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update_hud() //TODO: remove the need for this
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overlays.Cut()
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var/stealth = 0
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//cloaking devices. //TODO: get rid of this :<
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for(var/obj/item/weapon/cloaking_device/S in list(l_hand,r_hand,belt,l_store,r_store))
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if(S.active)
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stealth = 1
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break
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if(stealth)
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icon = 'icons/mob/human.dmi'
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icon_state = "body_cloaked"
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var/image/I = overlays_standing[L_HAND_LAYER]
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if(istype(I)) overlays += I
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I = overlays_standing[R_HAND_LAYER]
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if(istype(I)) overlays += I
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else if (icon_update)
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if (icon_update)
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icon = stand_icon
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for(var/image/I in overlays_standing)
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overlays += I
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@@ -84,14 +84,6 @@
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/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
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//Being hit while using a cloaking device
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var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src)
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if(C && C.active)
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C.attack_self(src)//Should shut it off
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update_icons()
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src << "\blue Your [C.name] was disrupted!"
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Stun(2)
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//Being hit while using a deadman switch
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if(istype(get_active_hand(),/obj/item/device/assembly/signaler))
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var/obj/item/device/assembly/signaler/signaler = get_active_hand()
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