diff --git a/code/modules/mob/living/simple_animal/hostile/hostile.dm b/code/modules/mob/living/simple_animal/hostile/hostile.dm index 4e281e4be6..568998a3c6 100644 --- a/code/modules/mob/living/simple_animal/hostile/hostile.dm +++ b/code/modules/mob/living/simple_animal/hostile/hostile.dm @@ -89,17 +89,17 @@ /mob/living/simple_animal/hostile/proc/AttackingTarget() if(!Adjacent(target_mob)) return - //if(isliving(target_mob)) - //var/mob/living/L = target_mob - //L.attack_animal(src) - //return L - //if(istype(target_mob,/obj/mecha)) - //var/obj/mecha/M = target_mob - //M.attack_animal(src) - //return M - //if(istype(target_mob,/obj/machinery/bot)) - //var/obj/machinery/bot/B = target_mob - //B.attack_animal(src) + if(isliving(target_mob)) + var/mob/living/L = target_mob + L.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext) + return L + if(istype(target_mob,/obj/mecha)) + var/obj/mecha/M = target_mob + M.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext) + return M + if(istype(target_mob,/obj/machinery/bot)) + var/obj/machinery/bot/B = target_mob + B.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext) /mob/living/simple_animal/hostile/proc/LoseTarget() stance = HOSTILE_STANCE_IDLE @@ -193,10 +193,10 @@ /mob/living/simple_animal/hostile/proc/DestroySurroundings() if(prob(break_stuff_probability)) for(var/dir in cardinal) // North, South, East, West - //for(var/obj/structure/window/obstacle in get_step(src, dir)) - //if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order - //obstacle.attack_animal(src) - //return - //var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir)) - //if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille)) - //obstacle.attack_animal(src) + for(var/obj/structure/window/obstacle in get_step(src, dir)) + if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order + obstacle.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext) + return + var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir)) + if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille)) + obstacle.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)