diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm
index 5a4e6d7255..101e699507 100644
--- a/code/game/machinery/machinery.dm
+++ b/code/game/machinery/machinery.dm
@@ -270,9 +270,9 @@ Class Procs:
if(temp_apc && temp_apc.terminal && temp_apc.terminal.powernet)
temp_apc.terminal.powernet.trigger_warning()
- return 1
- else
- return 0
+ if(user.stunned)
+ return 1
+ return 0
/obj/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/weapon/crowbar/C)
if(!istype(C))
diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm
index 984da10be6..917d244afa 100644
--- a/code/game/objects/structures/crates_lockers/crates.dm
+++ b/code/game/objects/structures/crates_lockers/crates.dm
@@ -30,7 +30,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
- return 2
+ if(usr.stunned)
+ return 2
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index c78754c7ed..b6407fd376 100644
--- a/code/game/objects/structures/grille.dm
+++ b/code/game/objects/structures/grille.dm
@@ -68,12 +68,12 @@
//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
var/damage = Proj.damage
var/passthrough = 0
-
+
//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
switch(Proj.damage_type)
if(BRUTE)
- //bullets
+ //bullets
if(Proj.original == src || prob(20))
Proj.damage *= between(0, Proj.damage/60, 0.5)
if(prob(max((damage-10)/25, 0))*100)
@@ -86,11 +86,11 @@
if(!(Proj.original == src || prob(20)))
Proj.damage *= 0.5
passthrough = 1
-
+
if(passthrough)
. = -1
damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
-
+
src.health -= damage*0.2
spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
@@ -139,7 +139,7 @@
if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
user << "There is already a window facing this way there."
return
-
+
var/wtype = ST.created_window
if (ST.use(1))
var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
@@ -197,7 +197,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
- return 1
+ if(user.stunned)
+ return 1
else
return 0
return 0
diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm
index d003d64d59..cf0bf7ef79 100644
--- a/code/modules/clothing/spacesuits/rig/rig.dm
+++ b/code/modules/clothing/spacesuits/rig/rig.dm
@@ -688,27 +688,28 @@
//Todo
/obj/item/weapon/rig/proc/malfunction()
- return 0
-
+ return 0
+
/obj/item/weapon/rig/emp_act(severity_class)
//set malfunctioning
if(emp_protection < 30) //for ninjas, really.
malfunctioning += 10
if(malfunction_delay <= 0)
- malfunction_delay = max(malfunction_delay, round(30/severity_class))
-
+ malfunction_delay = max(malfunction_delay, round(30/severity_class))
+
//drain some charge
if(cell) cell.emp_act(severity_class + 15)
-
+
//possibly damage some modules
- take_hit((100/severity_class), "electrical pulse", 1)
+ take_hit((100/severity_class), "electrical pulse", 1)
/obj/item/weapon/rig/proc/shock(mob/user)
if (electrocute_mob(user, cell, src))
spark_system.start()
- return 1
+ if(user.stunned)
+ return 1
return 0
-
+
/obj/item/weapon/rig/proc/take_hit(damage, source, is_emp=0)
if(!installed_modules.len)
@@ -740,7 +741,7 @@
dam_module = pick(damaged_modules)
else if(valid_modules.len)
dam_module = pick(valid_modules)
-
+
if(!dam_module) return
dam_module.damage++
@@ -748,11 +749,11 @@
if(!source)
source = "hit"
- if(wearer)
+ if(wearer)
if(dam_module.damage >= 2)
wearer << "The [source] has disabled your [dam_module.interface_name]!"
else
- wearer << "The [source] has damaged your [dam_module.interface_name]!"
+ wearer << "The [source] has damaged your [dam_module.interface_name]!"
dam_module.deactivate()
/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index 0e98e462b2..6bd96439ce 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -535,7 +535,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
- return
+ if(user.stunned)
+ return
C.use(10)
user.visible_message(\
"[user.name] has added cables to the APC frame!",\
@@ -555,7 +556,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
- return
+ if(usr.stunned)
+ return
new /obj/item/stack/cable_coil(loc,10)
user << "You cut the cables and dismantle the power terminal."
del(terminal) // qdel
diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm
index 4c0d9dfbf7..d73d60926e 100644
--- a/code/modules/power/cable.dm
+++ b/code/modules/power/cable.dm
@@ -193,9 +193,9 @@ By design, d1 is the smallest direction and d2 is the highest
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
- return 1
- else
- return 0
+ if(usr.stunned)
+ return 1
+ return 0
//explosion handling
/obj/structure/cable/ex_act(severity)
diff --git a/code/modules/power/smes.dm b/code/modules/power/smes.dm
index deeeed0084..eec21c1a28 100644
--- a/code/modules/power/smes.dm
+++ b/code/modules/power/smes.dm
@@ -275,7 +275,8 @@
s.set_up(5, 1, src)
s.start()
building_terminal = 0
- return 0
+ if(usr.stunned)
+ return 0
new /obj/item/stack/cable_coil(loc,10)
user.visible_message(\
"[user.name] cut the cables and dismantled the power terminal.",\