diff --git a/code/datums/components/tackle.dm b/code/datums/components/tackle.dm index 5ab4d8da79d..b6196f608fe 100644 --- a/code/datums/components/tackle.dm +++ b/code/datums/components/tackle.dm @@ -463,7 +463,7 @@ shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5) shard.updateEmbedding() user.hitby(shard, skipcatch = TRUE, hitpush = FALSE) - shard.embedding = list() + shard.embedding = null shard.updateEmbedding() W.obj_destruction() user.adjustStaminaLoss(10 * speed) diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 971baf75824..bb4c65c781c 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -998,6 +998,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb ///For when you want to add/update the embedding on an item. Uses the vars in [/obj/item/var/embedding], and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item. /obj/item/proc/updateEmbedding() if(!LAZYLEN(embedding)) + disableEmbedding() return AddElement(/datum/element/embed,\ diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index 329176c7074..73745be4fec 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -25,7 +25,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \ attack_verb_continuous = list("hits", "bludgeons", "whacks") attack_verb_simple = list("hit", "bludgeon", "whack") hitsound = 'sound/weapons/gun/general/grenade_launch.ogg' - embedding = list() + embedding = list(embed_chance = 50) novariants = TRUE matter_amount = 2 cost = 250 diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 7982ee48ab9..b99e63fa012 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -28,7 +28,7 @@ var/colour = "black" //what colour the ink is! var/degrees = 0 var/font = PEN_FONT - embedding = list() + embedding = list(embed_chance = 50) sharpness = SHARP_POINTY /obj/item/pen/suicide_act(mob/user)