diff --git a/code/game/objects/items/weapons/material/shards.dm b/code/game/objects/items/weapons/material/shards.dm
index 937391737a..7d7d78eeba 100644
--- a/code/game/objects/items/weapons/material/shards.dm
+++ b/code/game/objects/items/weapons/material/shards.dm
@@ -63,55 +63,48 @@
/obj/item/weapon/material/shard/afterattack(var/atom/target, mob/living/carbon/human/user as mob)
var/active_hand //hand the shard is in
- var/will_break
- var/gloves_are_heavy = FALSE//this is a fucking mess
+ var/will_break = FALSE
+ var/protected_hands = FALSE //this is a fucking mess
var/break_damage = 4
var/light_glove_d = rand(2, 4)
var/no_glove_d = rand(4, 6)
- var/list/h_gloves = list(/obj/item/clothing/gloves/captain, /obj/item/clothing/gloves/cyborg,
- /obj/item/clothing/gloves/swat, /obj/item/clothing/gloves/combat,
- /obj/item/clothing/gloves/botanic_leather, /obj/item/clothing/gloves/duty,
- /obj/item/clothing/gloves/tactical, /obj/item/clothing/gloves/vox,
- /obj/item/clothing/gloves/gauntlets)
+ var/list/forbidden_gloves = list(
+ /obj/item/clothing/gloves/sterile,
+ /obj/item/clothing/gloves/knuckledusters
+ )
- if(istype(user.l_hand, src))
+ if(src == user.l_hand)
active_hand = BP_L_HAND
- else
+ else if(src == user.r_hand)
active_hand = BP_R_HAND
+ else
+ return // If it's not actually in our hands anymore, we were probably gentle with it
+
+ active_hand = (src == user.l_hand) ? BP_L_HAND : BP_R_HAND // May not actually be faster than an if-else block, but a little bit cleaner -Ater
if(prob(75))
will_break = TRUE
- else
- will_break = FALSE
- if(user.gloves && (user.gloves.body_parts_covered & HANDS))
- var/obj/item/clothing/gloves/UG = user.gloves.type
- for(var/I in h_gloves)
- if(UG == I)
- gloves_are_heavy = TRUE
- if(will_break)
- user.visible_message("[user] hit \the [target] with \the [src], shattering it!", "You shatter \the [src] in your hand!")
- playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
- qdel(src)
+ if(user.gloves && (user.gloves.body_parts_covered & HANDS) && istype(user.gloves, /obj/item/clothing/gloves)) // Not-gloves aren't gloves, and therefore don't protect us
+ protected_hands = TRUE // If we're wearing gloves we can probably handle it just fine
+ for(var/I in forbidden_gloves)
+ if(istype(user.gloves, I)) // forbidden_gloves is a blacklist, so if we match anything in there, our hands are not protected
+ protected_hands = FALSE
+ break
- if(gloves_are_heavy == FALSE)
- to_chat(user, "\The [src] partially cuts into your hand through your gloves as you hit \the [target]!")
- if(will_break)
- user.visible_message("[user] hit \the [target] with \the [src], shattering it!", "You shatter \the [src] in your hand!")
- user.apply_damage(light_glove_d + break_damage, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
- playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
- qdel(src)
- else
- user.apply_damage(light_glove_d, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
- else
+ if(user.gloves && !protected_hands)
+ to_chat(user, "\The [src] partially cuts into your hand through your gloves as you hit \the [target]!")
+ user.apply_damage(light_glove_d + will_break ? break_damage : 0, BRUTE, active_hand, 0, 0, src, src.sharp, src.edge) // Ternary to include break damage
+
+ else if(!user.gloves)
to_chat(user, "\The [src] cuts into your hand as you hit \the [target]!")
- if(will_break)
- user.visible_message("[user] hit \the [target] with \the [src], shattering it!", "You shatter \the [src] in your hand!")
- user.apply_damage(no_glove_d + break_damage, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
- playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
- qdel(src)
- else
- user.apply_damage(no_glove_d, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
+ user.apply_damage(no_glove_d + will_break ? break_damage : 0, BRUTE, active_hand, 0, 0, src, src.sharp, src.edge)
+
+ if(will_break && src.loc == user) // If it's not in our hand anymore
+ user.visible_message("[user] hit \the [target] with \the [src], shattering it!", "You shatter \the [src] in your hand!")
+ playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
+ qdel(src)
+ return
/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
..()