diff --git a/code/datums/elements/waddling.dm b/code/datums/elements/waddling.dm index ce6279801b9..1f019dbee9e 100644 --- a/code/datums/elements/waddling.dm +++ b/code/datums/elements/waddling.dm @@ -23,6 +23,3 @@ var/prev_trans = matrix(target.transform) animate(pixel_z = 0, transform = turn(target.transform, pick(-12, 0, 12)), time = 2) animate(pixel_z = 0, transform = prev_trans, time = 0) - -/datum/element/waddling/clown_gravity - // alternate element so we don't go removing the existing one. diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index 74aac80d7c5..fe309999a47 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -32,8 +32,6 @@ var/list/apc = list() var/has_gravity = TRUE - /// If TRUE, everyone will waddle when entering the area (and slip if they enter from an area with it being FALSE) - var/has_cmagged_gravity = FALSE var/no_air = null @@ -442,12 +440,6 @@ if((oldarea.has_gravity == 0) && (newarea.has_gravity == 1) && (L.m_intent == MOVE_INTENT_RUN)) // Being ready when you change areas gives you a chance to avoid falling all together. thunk(L) - if(oldarea.has_cmagged_gravity && !newarea.has_cmagged_gravity) - clown_thunk(L, FALSE) - - else if(!oldarea.has_cmagged_gravity && newarea.has_cmagged_gravity) - clown_thunk(L, TRUE) - //Ship ambience just loops if turned on. if(L && L.client && !L.client.ambience_playing && (L.client.prefs.sound & SOUND_BUZZ)) L.client.ambience_playing = TRUE @@ -455,33 +447,6 @@ else if(L && L.client && !(L.client.prefs.sound & SOUND_BUZZ)) L.client.ambience_playing = FALSE -/area/proc/cmag_grav_change(cmag_gravity = FALSE, area/A) - var/existing_grav = A.has_cmagged_gravity - A.has_cmagged_gravity = cmag_gravity - - for(var/mob/living/M in A) - if(cmag_gravity != existing_grav) - clown_thunk(M, cmag_gravity) - - -/area/proc/clown_thunk(mob/living/M, clown_gravity_enabled) - if(!istype(M)) - return - - if(iscarbon(M)) - if(!IS_HORIZONTAL(M)) - playsound(M, 'sound/misc/slip.ogg', 50, FALSE) - M.KnockDown(5 SECONDS) - else - M.Weaken(5 SECONDS) // sure - - if(clown_gravity_enabled) - to_chat(M, "Gravity...?") - M.AddElement(/datum/element/waddling/clown_gravity) - else - to_chat(M, "You feel a bit more steady on your feet.") - M.RemoveElement(/datum/element/waddling/clown_gravity) - /area/proc/gravitychange(gravitystate = 0, area/A) A.has_gravity = gravitystate diff --git a/code/modules/power/gravitygenerator.dm b/code/modules/power/gravitygenerator.dm index b3628874956..255636917e8 100644 --- a/code/modules/power/gravitygenerator.dm +++ b/code/modules/power/gravitygenerator.dm @@ -91,13 +91,9 @@ GLOBAL_LIST_EMPTY(gravity_generators) var/current_overlay = null var/construction_state = GRAV_NEEDS_WELDING var/overlay_state = "activated" - /// The last time we were cmagged, so we don't see this spammed. - var/on_cmag_cooldown = FALSE /obj/machinery/gravity_generator/main/examine(mob/user) . = ..() - if(HAS_TRAIT(src, TRAIT_CMAGGED)) - . += "Yellow ooze seems to be coming out of the control panel..." if(!(stat & BROKEN)) return @@ -121,7 +117,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) if(!is_station_level(A.z)) continue A.gravitychange(FALSE, A) - A.cmag_grav_change(FALSE, A) shake_everyone() return ..() @@ -298,7 +293,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) if(!is_station_level(A.z)) continue A.gravitychange(TRUE, A) - A.cmag_grav_change(TRUE, A) else if(generators_in_level() == TRUE) // Turned off, and there is gravity alert = TRUE @@ -308,46 +302,12 @@ GLOBAL_LIST_EMPTY(gravity_generators) if(!is_station_level(A.z)) continue A.gravitychange(FALSE, A) - A.cmag_grav_change(FALSE, A) update_icon() update_gen_list() if(alert) shake_everyone() -/obj/machinery/gravity_generator/main/cmag_act(mob/user) - if(HAS_TRAIT(src, TRAIT_CMAGGED)) - return - if(on_cmag_cooldown) - to_chat(user, "[src] still smells faintly of burned banana, you should probably wait a bit.") - return - to_chat(user, "You slap the card around [src], and its gravity draws some ooze off of the card and into its core! Looks like it'll take effect shortly.") - playsound(src, "sparks", 75, TRUE, SHORT_RANGE_SOUND_EXTRARANGE) - ADD_TRAIT(src, TRAIT_CMAGGED, CLOWN_EMAG) - add_attack_logs(user, src, "cmagged, making everyone flippery.") - - addtimer(CALLBACK(src, PROC_REF(do_cmagging), user), 10 SECONDS) - -/obj/machinery/gravity_generator/main/proc/do_cmagging(mob/user) - // give the perp a moment to get away, even though it will be incredibly obvious who did it. - if(on) - // if it was already off, then we'll have a fun surprise when it wakes up - for(var/area/A in world) - if(!is_station_level(A.z)) - continue - A.cmag_grav_change(TRUE, A) - shake_everyone() - add_fingerprint(user) - on_cmag_cooldown = TRUE - addtimer(VARSET_CALLBACK(src, on_cmag_cooldown, FALSE), 5 MINUTES) - -/obj/machinery/gravity_generator/main/uncmag() - for(var/area/A in world) - if(!is_station_level(A.z)) - continue - A.cmag_grav_change(FALSE, A) - shake_everyone() - // Charge/Discharge and turn on/off gravity when you reach 0/100 percent. // Also emit radiation and handle the overlays. /obj/machinery/gravity_generator/main/process()