diff --git a/code/game/objects/items/weapons/grenades/spawnergrenade.dm b/code/game/objects/items/weapons/grenades/spawnergrenade.dm index 168186c94ff..67d0e43bb33 100644 --- a/code/game/objects/items/weapons/grenades/spawnergrenade.dm +++ b/code/game/objects/items/weapons/grenades/spawnergrenade.dm @@ -7,6 +7,7 @@ origin_tech = "materials=3;magnets=4" var/spawner_type = null // must be an object path var/deliveryamt = 1 // amount of type to deliver + var/flash_viewers = TRUE spawner_type = /mob/living/simple_animal/hostile/viscerator /obj/item/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it. @@ -15,8 +16,9 @@ // Make a quick flash var/turf/T = get_turf(src) playsound(T, 'sound/effects/phasein.ogg', 100, 1) - for(var/mob/living/carbon/C in viewers(T, null)) - C.flash_eyes() + if(flash_viewers) + for(var/mob/living/carbon/C in viewers(T, null)) + C.flash_eyes() for(var/i in 1 to deliveryamt) var/atom/movable/x = new spawner_type(T) @@ -48,20 +50,4 @@ spawner_type = /mob/living/simple_animal/hostile/feral_cat deliveryamt = 5 origin_tech = "materials=3;magnets=4;syndicate=3" - -/obj/item/grenade/spawnergrenade/feral_cats/prime() //Own proc for this because the regular one would flash people which was dumb. - update_mob() - if(spawner_type && deliveryamt) - var/turf/T = get_turf(src) - playsound(T, 'sound/effects/phasein.ogg', 100, 1) - - for(var/i=1, i<=deliveryamt, i++) - var/atom/movable/x = new spawner_type - x.loc = T - if(prob(50)) - for(var/j = 1, j <= rand(1, 3), j++) - step(x, pick(NORTH,SOUTH,EAST,WEST)) - - - qdel(src) - return + flash_viewers = FALSE