diff --git a/code/modules/projectiles/guns/ballistic/revolver.dm b/code/modules/projectiles/guns/ballistic/revolver.dm
index dc16d3c0ef..0d60203cb5 100644
--- a/code/modules/projectiles/guns/ballistic/revolver.dm
+++ b/code/modules/projectiles/guns/ballistic/revolver.dm
@@ -494,24 +494,3 @@
var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
charge_bar.pixel_x = i
. += charge_bar
-
-
-// the derringer is neither a pistol or revolver, but for code sanity it will be here
-// the idea is for it to not show on your sprite, be silent, but also not deal much damage
-// also
-/obj/item/gun/ballistic/revolver/derringer
- name = "derringer pistol"
- desc = "A favorite among dentists and vengeful heroes. Hides neatly inside your sleeves! Uses .38 rounds."
- fire_sound = "sound/weapons/derringer.ogg"
- icon_state = "pistol" // placeholder
-
- // not visible in sprite, we want it to be like in jango
- // not having it show on examining would be good and 'if (wearing clothes)' would desirable
- item_state = null
- mag_type = /obj/item/ammo_box/magazine/internal/cylinder/derringer
- suppressed = TRUE // it needs to be good at something
- w_class = WEIGHT_CLASS_SMALL
-
-// you can't spin a derringer!
-/obj/item/gun/ballistic/revolver/derringer/do_spin()
- return
diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm
index 9dba515a28..8e61221cc8 100644
--- a/code/modules/projectiles/guns/energy/laser.dm
+++ b/code/modules/projectiles/guns/energy/laser.dm
@@ -246,42 +246,3 @@
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
-
-// part of contraband assortments
-/obj/item/gun/energy/laser/windupgun
- name = "wind-up rifle"
- cell_type = /obj/item/stock_parts/cell/crap/empty // can't be so good right?
- ammo_type = list(/obj/item/ammo_casing/energy/laser)
- desc = "A rifle using not so state-of-the-art mechanism of self charging. Music Box included"
- icon_state = "laser"
- item_state = "laser"
- can_charge = FALSE // it is wind-up after all
- dead_cell = TRUE
- shaded_charge = FALSE // we don't want to see charge ammount, or do we?
- var/music_box_state = -1 // part of the song to play
- var/music_part = "" // and the path for said part
-
-/obj/item/gun/energy/laser/windupgun/proc/set_music_state()
- music_box_state = (music_box_state + 1) % 4
- switch (music_box_state)
- if (0)
- music_part = "sound/weapons/wind_up_1.ogg"
- if (1)
- music_part = "sound/weapons/wind_up_2.ogg"
- if (2)
- music_part = "sound/weapons/wind_up_1.ogg"
- if (3)
- music_part = "sound/weapons/wind_up_3.ogg"
-
-/obj/item/gun/energy/laser/windupgun/attack_self(mob/living/user)
- if(cell.charge < cell.maxcharge)
- to_chat(user, "You begin turning the key...")
- if(do_after(user, 20, target = user))
- set_music_state()
- playsound(user, music_part, 20, FALSE, ignore_walls = FALSE)
- cell.give(100) // equivalent of one shot
- to_chat(user, "[src.cell.charge / 100] shot\s loaded.")
- else
- to_chat(user, "You need to stay still to do this!")
- else
- to_chat(user, "It's already fully charged!")
diff --git a/sound/weapons/derringer.ogg b/sound/weapons/derringer.ogg
deleted file mode 100644
index 637d652ebf..0000000000
Binary files a/sound/weapons/derringer.ogg and /dev/null differ
diff --git a/sound/weapons/wind_up_1.ogg b/sound/weapons/wind_up_1.ogg
deleted file mode 100644
index 10881f04c9..0000000000
Binary files a/sound/weapons/wind_up_1.ogg and /dev/null differ
diff --git a/sound/weapons/wind_up_2.ogg b/sound/weapons/wind_up_2.ogg
deleted file mode 100644
index 363ce83da7..0000000000
Binary files a/sound/weapons/wind_up_2.ogg and /dev/null differ
diff --git a/sound/weapons/wind_up_3.ogg b/sound/weapons/wind_up_3.ogg
deleted file mode 100644
index 600abae2da..0000000000
Binary files a/sound/weapons/wind_up_3.ogg and /dev/null differ