diff --git a/code/modules/clothing/spacesuits/alien.dm b/code/modules/clothing/spacesuits/alien.dm index 45e753c9ac..1d08c8c571 100644 --- a/code/modules/clothing/spacesuits/alien.dm +++ b/code/modules/clothing/spacesuits/alien.dm @@ -1,6 +1,20 @@ /obj/item/clothing/head/helmet/space/unathi var/up = 0 //So Unathi helmets play nicely with the weldervision check. + mob_can_equip(M as mob, slot) + var/mob/living/carbon/human/U = M + if(U.dna.mutantrace != "lizard") + U << "This clearly isn't designed for your species!" + return 0 + return ..() + +/obj/item/clothing/suit/space/unathi/mob_can_equip(M as mob, slot) + var/mob/living/carbon/human/U = M + if(U.dna.mutantrace != "lizard") + U << "This clearly isn't designed for your species!" + return 0 + + return ..() /obj/item/clothing/head/helmet/space/unathi/helmet_cheap name = "NT breacher helmet" diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 79be30e4c4..3ad4a6adb5 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -22,7 +22,6 @@ emp_act var/obj/item/clothing/C = bp // Then call an argument C to be that clothing! if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered? P.agony=P.agony*C.siemens_coefficient - visible_message("\red [src]'s [C.name] absorbs some of the shock from the [P.name]!") apply_effect(P.agony,AGONY,0) del P /* Commenting out new-old taser nerf. diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 7948a457c9..41c84823a6 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -167,16 +167,18 @@ mouthshoot = 0 return if (load_into_chamber()) - user.visible_message("[user] pulls the trigger. Ow.") + user.visible_message("[user] pulls the trigger.") if(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) in_chamber.on_hit(M) if (!in_chamber.nodamage) - user.apply_damage(in_chamber.damage*100, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]") + user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]") + user.death() else - user << "You feel dumb for trying this..." + user << "Ow..." + user.apply_effect(110,AGONY,0) del(in_chamber) mouthshoot = 0 return