Fixes nonhumans getting stuck in walk mode after being targetted

This commit is contained in:
d3athrow
2014-01-07 15:21:59 -06:00
committed by ZomgPonies
parent 9e61df6bdb
commit f8bee9a356
+2 -2
View File
@@ -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 <b>walk</b> 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