diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 1715f148a85..ea10e8c8488 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -67,10 +67,6 @@ "You evade [hitting_projectile]!", ) playsound(source, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE) - var/dir_to_avoid = angle2dir_cardinal(hitting_projectile.Angle) - var/list/potential_first_directions = list(NORTH, SOUTH, EAST, WEST) - potential_first_directions -= dir_to_avoid - step(source, pick(potential_first_directions)) // Chance to dodge multiple shotgun spreads, but not likely. Mainly: Infinite loop prevention from admins setting it to 100 and doing something stupid. // If you want to set your dodge chance to 100 on a subtype, no issue: Just make sure the subtype does not step in a direction, otherwise you'll have the mob move a large distance to dodge rubbershot. if(prob(50)) diff --git a/code/modules/mob/living/simple_animal/hostile/retaliate/combat_drone.dm b/code/modules/mob/living/simple_animal/hostile/retaliate/combat_drone.dm index f66f763b252..b8dacf1f796 100644 --- a/code/modules/mob/living/simple_animal/hostile/retaliate/combat_drone.dm +++ b/code/modules/mob/living/simple_animal/hostile/retaliate/combat_drone.dm @@ -108,11 +108,6 @@ "You evade [hitting_projectile]!", ) playsound(source, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg', 'sound/effects/refill.ogg'), 75, TRUE) - var/dir_to_avoid = angle2dir_cardinal(hitting_projectile.Angle) - var/list/potential_first_directions = list(NORTH, SOUTH, EAST, WEST) - potential_first_directions -= dir_to_avoid - new /obj/effect/temp_visual/decoy/fading(source.loc, source) - step(source, pick(potential_first_directions)) if(prob(50)) addtimer(VARSET_CALLBACK(source, advanced_bullet_dodge_chance, advanced_bullet_dodge_chance), 0.25 SECONDS) advanced_bullet_dodge_chance = 0