diff --git a/code/game/objects/items/devices/mines.dm b/code/game/objects/items/devices/mines.dm index c9c04350535f..91b79c1d51a0 100644 --- a/code/game/objects/items/devices/mines.dm +++ b/code/game/objects/items/devices/mines.dm @@ -22,16 +22,8 @@ /// Use to set a delay after activation to trigger the explosion. var/blast_delay = 1 DECISECONDS - /// Armed mines will become transparent by a set %. 0 is invisible, default value is fully visible - var/stealthpwr = 255 - var/manufacturer = MANUFACTURER_NONE -/obj/item/mine/Initialize() - . = ..() - if(armed) - alpha = stealthpwr - /obj/item/mine/examine(mob/user) . = ..() if(!armed) @@ -63,7 +55,6 @@ return anchored = FALSE armed = FALSE - alpha = 255 update_appearance(UPDATE_ICON_STATE) return @@ -82,13 +73,11 @@ addtimer(CALLBACK(src, PROC_REF(now_armed)), arm_delay) else armed = TRUE - alpha = stealthpwr log_admin("[key_name(user)] has placed \a [src] at ([x],[y],[z]).") //let them know the mine's done cooking /obj/item/mine/proc/now_armed() armed = TRUE - alpha = stealthpwr update_appearance(UPDATE_ICON_STATE) playsound(src, 'sound/machines/nuke/angry_beep.ogg', 55, FALSE, 1) visible_message("\The [src] beeps softly, indicating it is now active.", vision_distance = COMBAT_MESSAGE_RANGE) @@ -240,7 +229,6 @@ clicked = TRUE if(hair_trigger) trigger_mine(arrived) - alpha = 255 playsound(src, 'sound/machines/click.ogg', 100, TRUE) //step 2: the consequences @@ -288,7 +276,6 @@ name = "dummy proximity mine" blast_delay = 15 DECISECONDS arm_delay = 10 SECONDS//clear the area - stealthpwr = 50//extra sneaky. ///needed for the proximity checks. var/datum/proximity_monitor/proximity_monitor var/proximity_range = 2 @@ -325,7 +312,6 @@ return if(!can_trigger(triggerer)) return - alpha = 255 var/mob/living/clueless = triggerer clueless.do_alert_animation(clueless) trigger_mine(triggerer) @@ -357,7 +343,6 @@ /// If TRUE, we spawn extra pellets to eviscerate a person still sitting on it, otherwise it just spawns a ring of pellets around the tile we're on (making setting it off an offensive move) var/shred_triggerer = TRUE - stealthpwr = 100 manufacturer = MANUFACTURER_SCARBOROUGH /obj/item/mine/pressure/explosive/mine_effect(mob/victim)