diff --git a/code/game/objects/effects/anomalies.dm b/code/game/objects/effects/anomalies.dm index 1200733a3b4..458e11920ba 100644 --- a/code/game/objects/effects/anomalies.dm +++ b/code/game/objects/effects/anomalies.dm @@ -9,6 +9,7 @@ density = 0 anchored = 1 luminosity = 3 + var/movechance = 70 var/obj/item/device/assembly/signaler/anomaly/aSignal = null /obj/effect/anomaly/New() @@ -22,16 +23,13 @@ /obj/effect/anomaly/proc/anomalyEffect() - if(prob(70)) + if(prob(movechance)) step(src,pick(alldirs)) /obj/effect/anomaly/ex_act(severity, target) - switch(severity) - if(1) - qdel(src) - else - return + if(severity == 1) + qdel(src) /obj/effect/anomaly/proc/anomalyNeutralize() PoolOrNew(/obj/effect/particle_effect/smoke/bad, loc) @@ -112,7 +110,7 @@ mobShock(M) /obj/effect/anomaly/flux/proc/mobShock(mob/living/M) - if(canshock && isliving(M)) + if(canshock && istype(M)) canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second. if(iscarbon(M)) if(ishuman(M)) diff --git a/code/modules/events/anomaly_flux.dm b/code/modules/events/anomaly_flux.dm index 0c99d90f034..1c26f2a01e7 100644 --- a/code/modules/events/anomaly_flux.dm +++ b/code/modules/events/anomaly_flux.dm @@ -22,5 +22,5 @@ /datum/round_event/anomaly/anomaly_flux/end() if(newAnomaly.loc)//If it hasn't been neutralized, it's time to blow up. - explosion(newAnomaly, 1, 4, 16, 18) //Low devistation, but hits a lot of stuff. + explosion(newAnomaly, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff. qdel(newAnomaly) \ No newline at end of file