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