diff --git a/code/datums/spells/summonitem.dm b/code/datums/spells/summonitem.dm
index bb650eb17f9..7524e7f31d6 100644
--- a/code/datums/spells/summonitem.dm
+++ b/code/datums/spells/summonitem.dm
@@ -83,7 +83,7 @@
var/obj/item/organ/external/part = X
if(item_to_retrive in part.embedded_objects)
part.embedded_objects -= item_to_retrive
- to_chat(C, "The [item_to_retrive] that was embedded in your [part] has myseriously vanished. How fortunate!")
+ to_chat(C, "The [item_to_retrive] that was embedded in your [part] has mysteriously vanished. How fortunate!")
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
break
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 030d073781f..294dda0d674 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -4,7 +4,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
name = "item"
icon = 'icons/obj/items.dmi'
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
- var/no_embed = 0 // For use in item_attack.dm
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/blood_overlay_color = null
var/item_state = null
diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm
index 13bc85999e0..e61ca62831c 100644
--- a/code/game/objects/items/weapons/kitchen.dm
+++ b/code/game/objects/items/weapons/kitchen.dm
@@ -98,7 +98,6 @@
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
- no_embed = 1
sharp = 1
edge = 1
diff --git a/code/game/objects/items/weapons/melee/energy.dm b/code/game/objects/items/weapons/melee/energy.dm
index edd07bef05a..6177c999393 100644
--- a/code/game/objects/items/weapons/melee/energy.dm
+++ b/code/game/objects/items/weapons/melee/energy.dm
@@ -6,7 +6,6 @@
var/w_class_on = WEIGHT_CLASS_BULKY
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
- no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
usesound = 'sound/weapons/blade1.ogg'
toolspeed = 1
diff --git a/code/game/objects/items/weapons/shards.dm b/code/game/objects/items/weapons/shards.dm
index 8129eca79dc..272e66ee11a 100644
--- a/code/game/objects/items/weapons/shards.dm
+++ b/code/game/objects/items/weapons/shards.dm
@@ -88,27 +88,4 @@
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
- ..()
-
-// Shrapnel
-
-/obj/item/weapon/shard/shrapnel
- name = "shrapnel"
- icon = 'icons/obj/shards.dmi'
- icon_state = "shrapnellarge"
- desc = "A bunch of tiny bits of shattered metal."
- embedded_fall_chance = 0
-
-/obj/item/weapon/shard/shrapnel/New()
- ..()
- icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
- switch(icon_state)
- if("shrapnelsmall")
- pixel_x = rand(-12, 12)
- pixel_y = rand(-12, 12)
- if("shrapnelmedium")
- pixel_x = rand(-8, 8)
- pixel_y = rand(-8, 8)
- if("shrapnellarge")
- pixel_x = rand(-5, 5)
- pixel_y = rand(-5, 5)
\ No newline at end of file
+ ..()
\ No newline at end of file
diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm
index cdd8b8a5de1..9f4ebf36611 100644
--- a/code/game/objects/items/weapons/twohanded.dm
+++ b/code/game/objects/items/weapons/twohanded.dm
@@ -210,7 +210,6 @@
block_chance = 75
sharp = 1
edge = 1
- no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/obj/item/weapon/twohanded/dualsaber/New()
blade_color = pick("red", "blue", "green", "purple")
@@ -500,7 +499,6 @@
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
sharp = 1
edge = 1
- no_embed = 1
/obj/item/weapon/twohanded/chainsaw/update_icon()
if(wielded)
@@ -539,7 +537,6 @@
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
- no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 20
@@ -604,7 +601,6 @@
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
- no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 25
@@ -652,7 +648,6 @@
icon_state = "knighthammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
- no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 30
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index b5f5f0f5ef2..917d9d9b0f7 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -8,7 +8,7 @@ emp_act
*/
-/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
+/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
@@ -41,20 +41,6 @@ emp_act
. = bullet_act(P, "chest") //act on chest instead
return
- //Shrapnel
- if(P.damage_type == BRUTE)
- var/armor = getarmor_organ(organ, "bullet")
- if((P.embed && prob(20 + max(P.damage - armor, -10))))
- var/obj/item/weapon/shard/shrapnel/SP = new()
- SP.name = "[P.name] shrapnel"
- if(P.ammo_casing && P.ammo_casing.caliber)
- SP.desc = "[SP.desc] It looks like it is a [P.ammo_casing.caliber] caliber round."
- else
- SP.desc = "[SP.desc] The round's caliber is unidentifiable."
- throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
- organ.embedded_objects |= SP
- SP.forceMove(src)
-
organ.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
return (..(P , def_zone))
diff --git a/code/modules/mob/living/silicon/robot/drone/drone_items.dm b/code/modules/mob/living/silicon/robot/drone/drone_items.dm
index 16c8f1a3ef0..3454a6597ab 100644
--- a/code/modules/mob/living/silicon/robot/drone/drone_items.dm
+++ b/code/modules/mob/living/silicon/robot/drone/drone_items.dm
@@ -260,10 +260,6 @@
stored_comms["glass"]++
else if(istype(W,/obj/item/ammo_casing))
stored_comms["metal"]++
- else if(istype(W,/obj/item/weapon/shard/shrapnel))
- stored_comms["metal"]++
- stored_comms["metal"]++
- stored_comms["metal"]++
else if(istype(W,/obj/item/weapon/shard))
stored_comms["glass"]++
stored_comms["glass"]++
diff --git a/code/modules/projectiles/guns/alien.dm b/code/modules/projectiles/guns/alien.dm
index f541ca2a94a..5900e9a249e 100644
--- a/code/modules/projectiles/guns/alien.dm
+++ b/code/modules/projectiles/guns/alien.dm
@@ -101,6 +101,5 @@
flag = "bullet"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
- embed = 0
weaken = 5
stun = 5
diff --git a/code/modules/projectiles/guns/throw/crossbow.dm b/code/modules/projectiles/guns/throw/crossbow.dm
index 77d3e89eade..a06aac35be5 100644
--- a/code/modules/projectiles/guns/throw/crossbow.dm
+++ b/code/modules/projectiles/guns/throw/crossbow.dm
@@ -170,8 +170,6 @@
/obj/item/weapon/arrow/rod/removed()
if(superheated) // The rod has been superheated - we don't want it to be useable when removed from the bow.
visible_message("[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
- var/obj/item/weapon/shard/shrapnel/S = new /obj/item/weapon/shard/shrapnel
- S.loc = get_turf(src)
qdel(src)
#undef XBOW_TENSION_20
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 4a3afd18684..20957e18786 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -48,7 +48,6 @@
var/drowsy = 0
var/stamina = 0
var/jitter = 0
- var/embed = 0 // whether or not the projectile can embed itself in the mob
var/forcedodge = 0 //to pass through everything
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm
index 7434038eb91..2c55431fba0 100644
--- a/code/modules/projectiles/projectile/bullets.dm
+++ b/code/modules/projectiles/projectile/bullets.dm
@@ -4,7 +4,6 @@
damage = 60
damage_type = BRUTE
flag = "bullet"
- embed = 1
sharp = 1
hitsound_wall = "ricochet"
@@ -14,11 +13,9 @@
stamina = 80
/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
- embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet/booze
- embed = 0
/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
@@ -45,7 +42,6 @@
icon_state = "bullet-r"
/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
- embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet3
@@ -56,7 +52,6 @@
damage = 5
stamina = 30
icon_state = "bullet-r"
- embed = 0
sharp = 0
/obj/item/projectile/bullet/toxinbullet
@@ -145,7 +140,6 @@
name = "rubber pellet"
damage = 3
stamina = 25
- embed = 0
sharp = 0
icon_state = "bullet-r"
@@ -157,7 +151,6 @@
stutter = 5
jitter = 20
range = 7
- embed = 0
sharp = 0
icon_state = "spark"
color = "#FFFF00"
@@ -209,7 +202,6 @@
stun = 5
forcedodge = 1
nodamage = 1
- embed = 0
sharp = 0
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
hitsound = 'sound/items/bikehorn.ogg'
@@ -244,7 +236,6 @@
name = "dart"
icon_state = "cbbolt"
damage = 6
- embed = 0
sharp = 0
var/piercing = 0
@@ -307,7 +298,6 @@
name = "cap"
damage = 0
nodamage = 1
- embed = 0
sharp = 0
/obj/item/projectile/bullet/cap/fire()
diff --git a/code/modules/projectiles/projectile/force.dm b/code/modules/projectiles/projectile/force.dm
index 4e5c6d27700..4d62550a852 100644
--- a/code/modules/projectiles/projectile/force.dm
+++ b/code/modules/projectiles/projectile/force.dm
@@ -4,7 +4,6 @@
icon_state = "ice_1"
damage = 20
flag = "energy"
- embed = 1
/obj/item/projectile/forcebolt/strong
name = "force bolt"
diff --git a/code/modules/projectiles/projectile/reusable.dm b/code/modules/projectiles/projectile/reusable.dm
index a223f415165..8592a7a46ee 100644
--- a/code/modules/projectiles/projectile/reusable.dm
+++ b/code/modules/projectiles/projectile/reusable.dm
@@ -36,7 +36,6 @@
range = 10
var/obj/item/weapon/pen/pen = null
edge = 0
- embed = 0
log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
diff --git a/icons/obj/shards.dmi b/icons/obj/shards.dmi
index 1b979682adc..5ce7113bf88 100644
Binary files a/icons/obj/shards.dmi and b/icons/obj/shards.dmi differ