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"