diff --git a/code/modules/planet/sif.dm b/code/modules/planet/sif.dm
index 7915c5e015..8717245b24 100644
--- a/code/modules/planet/sif.dm
+++ b/code/modules/planet/sif.dm
@@ -296,33 +296,33 @@ datum/weather/sif
flight_failure_modifier = 15
transition_chances = list(
WEATHER_RAIN = 45,
- WEATHER_STORM = 10,
- WEATHER_HAIL = 40,
+ WEATHER_STORM = 40,
+ WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/hail/process_effects()
- for(var/mob/living/L in living_mob_list)
- if(L.z in holder.our_planet.expected_z_levels)
- var/turf/T = get_turf(L)
+ for(var/mob/living/carbon/human/H in living_mob_list)
+ if(H.z in holder.our_planet.expected_z_levels)
+ var/turf/T = get_turf(H)
if(!T.outdoors)
continue // They're indoors, so no need to pelt them with ice.
// If they have an open umbrella, it'll guard from rain
- if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
- var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
+ if(istype(H.get_active_hand(), /obj/item/weapon/melee/umbrella))
+ var/obj/item/weapon/melee/umbrella/U = H.get_active_hand()
if(U.open)
- to_chat(L, "Hail patters gently onto your umbrella.")
+ to_chat(H, "Hail patters gently onto your umbrella.")
continue
- else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
- var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
+ else if(istype(H.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
+ var/obj/item/weapon/melee/umbrella/U = H.get_inactive_hand()
if(U.open)
- to_chat(L, "Hail patters gently onto your umbrella.")
+ to_chat(H, "Hail patters gently onto your umbrella.")
continue
var/target_zone = pick(BP_ALL)
- var/amount_blocked = L.run_armor_check(target_zone, "melee")
- var/amount_soaked = L.get_armor_soak(target_zone, "melee")
+ var/amount_blocked = H.run_armor_check(target_zone, "melee")
+ var/amount_soaked = H.get_armor_soak(target_zone, "melee")
if(amount_blocked >= 100)
continue // No need to apply damage.
@@ -330,8 +330,8 @@ datum/weather/sif
if(amount_soaked >= 10)
continue // No need to apply damage.
- L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
- to_chat(L, "The hail smacks into you!")
+ H.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
+ to_chat(H, "The hail smacks into you!")
/datum/weather/sif/blood_moon
name = "blood moon"