diff --git a/code/ZAS/Airflow.dm b/code/ZAS/Airflow.dm
index 9f555235c64..0b153c75809 100644
--- a/code/ZAS/Airflow.dm
+++ b/code/ZAS/Airflow.dm
@@ -8,11 +8,13 @@ mob/proc/airflow_stun()
if(stat == 2)
return 0
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
+
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
- src << "\blue You stay upright as the air rushes past you."
+ src << "You stay upright as the air rushes past you."
return 0
- if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
- weakened = max(weakened,5)
+ if(!lying)
+ src << "The sudden rush of air knocks you over!"
+ Weaken(5)
last_airflow_stun = world.time
mob/living/silicon/airflow_stun()
@@ -22,16 +24,9 @@ mob/living/carbon/metroid/airflow_stun()
return
mob/living/carbon/human/airflow_stun()
- if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
- if(buckled) return 0
if(shoes)
if(shoes.flags & NOSLIP) return 0
- if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
- src << "\blue You stay upright as the air rushes past you."
- return 0
- if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
- weakened = max(weakened,rand(1,5))
- last_airflow_stun = world.time
+ ..()
atom/movable/proc/check_airflow_movable(n)
@@ -84,10 +79,8 @@ obj/item/check_airflow_movable(n)
if(istype(src, /mob/living/carbon/human))
if(src:buckled)
return
- if(src:shoes)
- if(istype(src:shoes, /obj/item/clothing/shoes/magboots))
- if(src:shoes.flags & NOSLIP)
- return
+ if(src:shoes && src:shoes.flags & NOSLIP)
+ return
src << "\red You are sucked away by airflow!"
var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful.
if(airflow_falloff < 1)
@@ -148,10 +141,8 @@ obj/item/check_airflow_movable(n)
if(istype(src, /mob/living/carbon/human))
if(src:buckled)
return
- if(src:shoes)
- if(istype(src:shoes, /obj/item/clothing/shoes/magboots))
- if(src:shoes.flags & NOSLIP)
- return
+ if(src:shoes && src:shoes.flags & NOSLIP)
+ return
src << "\red You are pushed away by airflow!"
last_airflow = world.time
var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful.
@@ -207,9 +198,8 @@ mob/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("\red \The [src] slams into \a [A]!",1,"\red You hear a loud slam!",2)
playsound(src.loc, "smash.ogg", 25, 1, -1)
- if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
- return 0
- weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
+ var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
+ Weaken(weak_amt)
. = ..()
obj/airflow_hit(atom/A)
@@ -240,14 +230,11 @@ mob/living/carbon/human/airflow_hit(atom/A)
blocked = run_armor_check("groin","melee")
apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
- if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
- return 0
-
if(airflow_speed > 10)
- paralysis += round(airflow_speed * vsc.airflow_stun)
- stunned = max(stunned,paralysis + 3)
+ Paralyse(round(airflow_speed * vsc.airflow_stun))
+ Stun(paralysis + 3)
else
- stunned += round(airflow_speed * vsc.airflow_stun/2)
+ Stun(round(airflow_speed * vsc.airflow_stun/2))
. = ..()
zone/proc/movables()