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