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