Telebaton now only stuns if it actually hits.

This commit is contained in:
alex-gh
2014-02-14 14:13:03 +01:00
parent 6464f04c88
commit 4776dfd94f
3 changed files with 11 additions and 8 deletions
@@ -166,8 +166,13 @@
H.update_inv_r_hand()
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
add_fingerprint(user)
<<<<<<< HEAD
if (!blood_DNA) return
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
=======
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
>>>>>>> 8850a43... Fixes #3847
overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
var/icon/I = new /icon(src.icon, src.icon_state)
@@ -194,7 +199,6 @@
if(!..()) return
if(!isrobot(target))
playsound(src.loc, "swing_hit", 50, 1, -1)
//target.Stun(4) //naaah
target.Weaken(4)
else
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
@@ -243,8 +247,6 @@
/*
* Energy Axe
*/
/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
src.active = !( src.active )