diff --git a/code/modules/mob/living/basic/hostile/carp.dm b/code/modules/mob/living/basic/hostile/carp.dm index 1413a1824a7..5df961d75e3 100644 --- a/code/modules/mob/living/basic/hostile/carp.dm +++ b/code/modules/mob/living/basic/hostile/carp.dm @@ -38,7 +38,6 @@ faction = list("carp", "mining") pressure_resistance = 200 gold_core_spawnable = HOSTILE_SPAWN - density = FALSE initial_traits = list(TRAIT_FLYING, TRAIT_SHOCKIMMUNE) @@ -68,7 +67,6 @@ /mob/living/basic/carp/Initialize(mapload) . = ..() carp_randomify(rarechance) - AddComponent(/datum/component/swarming) AddComponent(/datum/component/aggro_emote, emote_list = list("gnashes")) /mob/living/basic/carp/proc/carp_randomify(rarechance) @@ -108,16 +106,6 @@ . += mutable_appearance(icon, "base_[stat == DEAD ? "dead_" : ""]mouth", appearance_flags = RESET_COLOR) -// We do not want mobs moving through space carp, we as such we block it if the mob is not dense -/mob/living/basic/carp/CanPass(atom/movable/mover, border_dir) - if(isliving(mover) && !istype(mover, /mob/living/basic/carp) && mover.density == TRUE && stat != DEAD) - return FALSE - return ..() - -// Since it's not dense we let it always hit -/mob/living/basic/carp/projectile_hit_check(obj/item/projectile/P) - return stat == DEAD - /mob/living/basic/carp/holocarp icon_state = "holocarp" icon_living = "holocarp"