From f8bee9a3562bb374a42a5d761468778cd0841648 Mon Sep 17 00:00:00 2001 From: d3athrow Date: Tue, 7 Jan 2014 15:21:59 -0600 Subject: [PATCH] Fixes nonhumans getting stuck in walk mode after being targetted --- code/modules/projectiles/targeting.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/projectiles/targeting.dm b/code/modules/projectiles/targeting.dm index 8039a1d8b69..1160f3cf3fd 100644 --- a/code/modules/projectiles/targeting.dm +++ b/code/modules/projectiles/targeting.dm @@ -185,7 +185,7 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory. else I.lower_aim() return - if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0) + if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0 && (ishuman(T))) src << "\red Your move intent is now set to walk, as your targeter permits it." //Self explanitory. set_m_intent("walk") @@ -319,7 +319,7 @@ client/verb/AllowTargetMove() for(var/mob/living/M in G.target) if(target_can_move) M << "Your character may now walk at the discretion of their targeter." - if(!target_can_run) + if(!target_can_run && (ishuman(M))) M << "\red Your move intent is now set to walk, as your targeter permits it." M.set_m_intent("walk") else