diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 8c55b0d850..411d25befb 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -15,7 +15,7 @@ mob/attacked_with_item() should then do mob-type specific stuff (like determinin Item Hit Effects: -item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to +item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent). */ @@ -76,9 +76,10 @@ avoid code duplication. This includes items that may sometimes act as a standard //Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result /obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone) + user.break_cloak() if(hitsound) playsound(loc, hitsound, 50, 1, -1) - + var/power = force if(HULK in user.mutations) power *= 2 diff --git a/code/modules/clothing/spacesuits/rig/modules/ninja.dm b/code/modules/clothing/spacesuits/rig/modules/ninja.dm index 5f6ce6249c..cb269daa2e 100644 --- a/code/modules/clothing/spacesuits/rig/modules/ninja.dm +++ b/code/modules/clothing/spacesuits/rig/modules/ninja.dm @@ -42,7 +42,7 @@ anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null) - H.visible_message("[H.name] vanishes into thin air!",1) + H.visible_message("[H.name] vanishes into thin air!") /obj/item/rig_module/stealth_field/deactivate() diff --git a/code/modules/mob/living/carbon/human/human_attackhand.dm b/code/modules/mob/living/carbon/human/human_attackhand.dm index d8d40ab660..62d469cb0e 100644 --- a/code/modules/mob/living/carbon/human/human_attackhand.dm +++ b/code/modules/mob/living/carbon/human/human_attackhand.dm @@ -9,7 +9,6 @@ return null /mob/living/carbon/human/attack_hand(mob/living/carbon/M as mob) - var/mob/living/carbon/human/H = M if(istype(H)) var/obj/item/organ/external/temp = H.organs_by_name["r_hand"] @@ -18,7 +17,7 @@ if(!temp || !temp.is_usable()) H << "\red You can't use your hand." return - break_cloak() + H.break_cloak() ..() // Should this all be in Touch()?