diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 9bf59b27e7..dba82e561c 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -80,9 +80,28 @@ emp_act /mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone) switch (def_zone) if("head") - agony_amount *= 1.25 - //if("l_hand", "r_hand") //TODO + //agony_amount *= 1.25 + agony_amount *= 1.50 //it does add risk, so it should probably do more damage than average //if("l_foot", "r_foot") //TODO + if("l_hand", "r_hand") + var/c_hand + if (def_zone == "l_hand") + c_hand = l_hand + else + c_hand = r_hand + + if(c_hand) + //Not only do you need to guess the correct hand, but you also have a 50% (and increases with distance, in the case of tasers) miss chance when targeting the hands + //Since you can disarm someone by spamming disarm with a 60% success rate, it seems fair to have this be an automatic disarm, even for tasers. + msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect") + + u_equip(c_hand) + var/datum/organ/external/affected = get_organ(def_zone) + if (affected.status & ORGAN_ROBOT) + emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!") + else + var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and") + emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.display_name]!") var/datum/organ/external/affected = get_organ(check_zone(def_zone)) var/siemens_coeff = get_siemens_coefficient_organ(affected)