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()