diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index c5d28ba8908..1ef0b70b707 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -210,36 +210,32 @@ var/global/wcColored /obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob) if(!istype(W)) return//I really wish I did not need this - if(W.flags & NOBLUDGEON) return - if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) var/obj/item/weapon/grab/G = W - if (istype(G.affecting, /mob/living)) + if(istype(G.affecting,/mob/living)) var/mob/living/M = G.affecting var/state = G.state del(W) //gotta delete it here because if window breaks, it won't get deleted switch (state) if(1) + M.visible_message("[user] slams [M] against \the [src]!") M.apply_damage(7) hit(10) - visible_message("\red [user] slams [M] against \the [src]!") if(2) + M.visible_message("[user] bashes [M] against \the [src]!") if (prob(50)) M.Weaken(1) M.apply_damage(10) hit(25) - visible_message("\red [user] bashes [M] against \the [src]!") if(3) + M.visible_message("[user] crushes [M] against \the [src]!") M.Weaken(5) M.apply_damage(20) hit(50) - visible_message("\red [user] crushes [M] against \the [src]!") - if(4) - M.Weaken(5) - M.apply_damage(30) - hit(75) - visible_message("\red [user] smashes [M] against \the [src]!") return + + if(W.flags & NOBLUDGEON) return + if(istype(W, /obj/item/weapon/screwdriver)) if(reinf && state >= 1) state = 3 - state