diff --git a/code/game/objects/items/weapons/legcuffs.dm b/code/game/objects/items/weapons/legcuffs.dm index 5fdbf7af06e..16fc9f046bd 100644 --- a/code/game/objects/items/weapons/legcuffs.dm +++ b/code/game/objects/items/weapons/legcuffs.dm @@ -72,26 +72,19 @@ var/mob/living/M = hit_atom if(ishuman(M)) //if they're a human species var/mob/living/carbon/human/H = M - if(H.m_intent == "run") //if they're set to run (though not necessarily running at that moment) - if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic - step(H, H.dir) - H.visible_message("[H] was tripped by the bolas!","Your legs have been tangled!"); - H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected - H.Weaken(4) - H.legcuffed = src //applies legcuff properties inherited through legcuffs - src.loc = H - H.update_inv_legcuffed() - if(!H.legcuffed) //in case it didn't happen, we need a safety net - throw_failed() - else if(H.legcuffed) //if the target is already legcuffed (has to be walking) + if(H.legcuffed) //if the target is already legcuffed (has to be walking) throw_failed() return - else //walking, but uncuffed, or the running prob() failed - H << "You stumble over the thrown bolas" + if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic step(H, H.dir) - H.Stun(1) - throw_failed() - return + H.visible_message("[H] was tripped by the bolas!","Your legs have been tangled!"); + H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected + H.Weaken(4) + H.legcuffed = src //applies legcuff properties inherited through legcuffs + src.loc = H + H.update_inv_legcuffed() + if(!H.legcuffed) //in case it didn't happen, we need a safety net + throw_failed() else M.Stun(2) //minor stun damage to anything not human throw_failed()