diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm index 78c2429f80d..21b59d4739d 100644 --- a/code/game/objects/items/weapons/tools.dm +++ b/code/game/objects/items/weapons/tools.dm @@ -360,35 +360,39 @@ /obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob) if(!iscarbon(user)) return 1 var/safety = user:eyecheck() - var/mob/living/carbon/human/H = user - var/datum/organ/internal/eyes/E = H.internal_organs["eyes"] - switch(safety) - if(1) - usr << "\red Your eyes sting a little." - E.damage += rand(1, 2) - if(E.damage > 12) - user.eye_blurry += rand(3,6) - if(0) - usr << "\red Your eyes burn." - E.damage += rand(2, 4) + if(istype(user, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = user + var/datum/organ/internal/eyes/E = H.internal_organs["eyes"] + switch(safety) + if(1) + usr << "\red Your eyes sting a little." + E.damage += rand(1, 2) + if(E.damage > 12) + user.eye_blurry += rand(3,6) + if(0) + usr << "\red Your eyes burn." + E.damage += rand(2, 4) + if(E.damage > 10) + E.damage += rand(4,10) + if(-1) + usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely." + user.eye_blurry += rand(12,20) + E.damage += rand(12, 16) + if(safety<2) + if(E.damage > 10) - E.damage += rand(4,10) - if(-1) - usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely." - user.eye_blurry += rand(12,20) - E.damage += rand(12, 16) - if(E.damage > 10 && safety < 2) - user << "\red Your eyes are really starting to hurt. This can't be good for you!" - if (E.damage >= E.min_broken_damage) - user << "\red You go blind!" - user.sdisabilities |= BLIND - else if (E.damage >= E.min_bruised_damage) - user << "\red You go blind!" - user.eye_blind = 5 - user.eye_blurry = 5 - user.disabilities |= NEARSIGHTED - spawn(100) - user.disabilities &= ~NEARSIGHTED + user << "\red Your eyes are really starting to hurt. This can't be good for you!" + + if (E.damage >= E.min_broken_damage) + user << "\red You go blind!" + user.sdisabilities |= BLIND + else if (E.damage >= E.min_bruised_damage) + user << "\red You go blind!" + user.eye_blind = 5 + user.eye_blurry = 5 + user.disabilities |= NEARSIGHTED + spawn(100) + user.disabilities &= ~NEARSIGHTED return @@ -491,4 +495,4 @@ attack_self(mob/user as mob) open = !open user << "\blue You [open?"open" : "close"] the conversion kit." - update_icon() + update_icon()