From cdfffadfa05951348ff010c3e01b7cdb32a51a37 Mon Sep 17 00:00:00 2001 From: zxaber <37497534+zxaber@users.noreply.github.com> Date: Wed, 30 Jul 2025 19:51:52 -0700 Subject: [PATCH] Fixes EMP Flashlight not working on Cyborgs (#92339) ## About The Pull Request Shitcode that fixes a bug. Before, it would try to run through the normal flashlight procedure, which potentially involves deleting your traitor item and fixing the borg's flightlight (or more likely you'd just get the message about the cover being closed and that's the end of it.) Technically it did work if you were on combat but that's very intuitive. --- code/modules/mob/living/silicon/robot/robot_defense.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/mob/living/silicon/robot/robot_defense.dm b/code/modules/mob/living/silicon/robot/robot_defense.dm index d88231ee7a6..de44d58803f 100644 --- a/code/modules/mob/living/silicon/robot/robot_defense.dm +++ b/code/modules/mob/living/silicon/robot/robot_defense.dm @@ -172,7 +172,7 @@ GLOBAL_LIST_INIT(blacklisted_borg_hats, typecacheof(list( //Hats that don't real balloon_alert(user, "toner filled") return ITEM_INTERACT_SUCCESS - if(istype(tool, /obj/item/flashlight)) + if(istype(tool, /obj/item/flashlight) && !istype(tool, /obj/item/flashlight/emp)) //subtypes my behated. OOP was a dumb idea if(user.combat_mode) return NONE if(!opened)