diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm index cdd814b4e64..a50be62c429 100644 --- a/code/game/objects/items/devices/laserpointer.dm +++ b/code/game/objects/items/devices/laserpointer.dm @@ -275,14 +275,12 @@ continue if(target_felinid.body_position == STANDING_UP) target_felinid.setDir(get_dir(target_felinid, targloc)) // kitty always looks at the light - //SKYRAT EDIT REMOVAL BEGIN (removes forced felinid movement from laserpointers, also fixes the longstanding windoor negation glitch) - /* if(prob(effectchance * diode.rating)) + if(prob(effectchance * diode.rating)) target_felinid.visible_message(span_warning("[target_felinid] makes a grab for the light!"), span_userdanger("LIGHT!")) - target_felinid.Move(targloc) + target_felinid.Move(targloc, get_dir(target_felinid, targloc)) // SKYRAT EDIT: Fixes the felinid phazing bug. Remove this comment once fixed upstream log_combat(user, target_felinid, "moved with a laser pointer", src) - else - SKYRAT EDIT REMOVAL END */ - target_felinid.visible_message(span_notice("[target_felinid] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light...")) //SKYRAT EDIT CHANGE : indent this block if re-enabling above + else + target_felinid.visible_message(span_notice("[target_felinid] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light...")) else target_felinid.visible_message(span_notice("[target_felinid] stares at the light."), span_warning("You stare at the light...")) //The pointer is shining, change its sprite to show