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) ..()