From c080097bc8e8fb5a708b6871a1eae341c7016ac8 Mon Sep 17 00:00:00 2001 From: Kal Woodside <163444594+TheRealWoodside@users.noreply.github.com> Date: Fri, 10 Jul 2026 07:05:21 -0500 Subject: [PATCH] Allow Skittish to Intercept Bump (#96890) ## About The Pull Request resolves: https://github.com/tgstation/tgstation/issues/56396 Modifies `atoms_movable.dm` and `skittish.md`, as a subscriber to the `COMSIG_MOVABLE_BUMP` signal, to allow the latter to bubble up an intercept flag to `living.dm`, so that it can cancel a shove and function properly. I looked at every other registered `COMSIG_MOVABLE_BUMP` signal receiver and found that only one ever possibly returns non-zero, and that is `/obj/item/clothing/gloves/gauntlets/proc/rocksmash`. However, when `rocksmash` is called via a bump signal, it will return `NONE` because the `proximity` parameter will not be set. Therefore, unless I missed something, there should be no collateral damage from this change. ## Why It's Good For The Game Skittish has been broken seemingly since its addition to the game. This fixes that. crate locker ## Changelog :cl: fix: Fixed Skittish behaving strangely with lockers not against a wall, and crates in general. /:cl: --- code/datums/elements/skittish.dm | 2 ++ code/game/atoms_movable.dm | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/code/datums/elements/skittish.dm b/code/datums/elements/skittish.dm index 7f642377370..da1b76ecfb5 100644 --- a/code/datums/elements/skittish.dm +++ b/code/datums/elements/skittish.dm @@ -59,3 +59,5 @@ closet_turf.visible_message(span_warning("[scooby] dives into [closet]!")) // If you run into a locker, you don't want to run out immediately scooby.Immobilize(0.5 SECONDS) + + return COMPONENT_INTERCEPT_BUMPED diff --git a/code/game/atoms_movable.dm b/code/game/atoms_movable.dm index 403af00e60f..5475913e1c7 100644 --- a/code/game/atoms_movable.dm +++ b/code/game/atoms_movable.dm @@ -950,7 +950,7 @@ if(!bumped_atom) CRASH("Bump was called with no argument.") if(SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, bumped_atom) & COMPONENT_INTERCEPT_BUMPED) - return + return TRUE . = ..() if(!QDELETED(throwing)) throwing.finalize(hit = TRUE, target = bumped_atom)