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()