diff --git a/code/modules/mob/mob_grab.dm b/code/modules/mob/mob_grab.dm
index cb3946984d4..20090a0e9cc 100644
--- a/code/modules/mob/mob_grab.dm
+++ b/code/modules/mob/mob_grab.dm
@@ -116,13 +116,13 @@
affecting.hand = 1
affecting.drop_item()
affecting.hand = h
-/* BLOCK BEING LEFT AS EXAMPLE FOR ADDING NEW THINGS
+
var/hit_zone = assailant.zone_sel.selecting
- var/announce = 0
- if(hit_zone != last_hit_zone)
- announce = 1
+ //var/announce = 0
+ //(hit_zone != last_hit_zone)
+ //announce = 1
last_hit_zone = hit_zone
- if(ishuman(affecting))
+ /* if(ishuman(affecting))
switch(hit_zone)
/*if("mouth")
if(announce)
@@ -304,6 +304,21 @@
return
if("harm") //This checks that the user is on harm intent.
+ if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
+ if(affecting.lying)
+ return
+ assailant.visible_message("[assailant] thrusts \his head into [affecting]'s skull!") //A visible message for what is going on.
+ var/damage = 5
+ var/obj/item/clothing/hat = attacker.head
+ if(istype(hat))
+ damage += hat.force * 3
+ affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
+ playsound(assailant.loc, "swing_hit", 25, 1, -1)
+ assailant.attack_log += text("\[[time_stamp()]\] Headbutted [affecting.name] ([affecting.ckey])")
+ affecting.attack_log += text("\[[time_stamp()]\] Headbutted by [assailant.name] ([assailant.ckey])")
+ msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
+ return
+
/*if(last_hit_zone == "eyes")
if(state < GRAB_NECK)
assailant << "You require a better grab to do this."
@@ -327,21 +342,6 @@
if(M.stat != 2)
M << "\red You go blind!"*///This is a demonstration of adding a new damaging type based on intent as well as hitzone.
//This specific example would allow you to squish people's eyes with a GRAB_NECK.
- if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
- if(affecting.lying)
- return
- assailant.visible_message("[assailant] thrusts \his head into [affecting]'s skull!") //A visible message for what is going on.
- var/damage = 5
- var/obj/item/clothing/hat = attacker.head
- if(istype(hat))
- damage += hat.force * 3
- affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
- assailant.apply_damage(3*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "melee"))
- playsound(assailant.loc, "swing_hit", 25, 1, -1)
- assailant.attack_log += text("\[[time_stamp()]\] Headbutted [affecting.name] ([affecting.ckey])")
- affecting.attack_log += text("\[[time_stamp()]\] Headbutted by [assailant.name] ([assailant.ckey])")
- msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
- return
if("disarm") //This checks that the user is on disarm intent.
/* if(state < GRAB_AGGRESSIVE)