Standardize CLUMSY

This commit is contained in:
Rob Nelson
2014-01-21 13:53:13 -08:00
parent c815e94973
commit 9ac97dd1c0
32 changed files with 46 additions and 46 deletions

View File

@@ -145,7 +145,7 @@
M << "\red You start coughing." M << "\red You start coughing."
if (M.dna.GetSEState(CLUMSYBLOCK)) if (M.dna.GetSEState(CLUMSYBLOCK))
M << "\red You feel lightheaded." M << "\red You feel lightheaded."
M.mutations.Add(CLUMSY) M.mutations.Add(M_CLUMSY)
if (M.dna.GetSEState(TWITCHBLOCK)) if (M.dna.GetSEState(TWITCHBLOCK))
M.disabilities |= TOURETTES M.disabilities |= TOURETTES
M << "\red You twitch." M << "\red You twitch."

View File

@@ -78,7 +78,7 @@
/datum/dna/gene/disability/clumsy /datum/dna/gene/disability/clumsy
name="Clumsiness" name="Clumsiness"
activation_message="You feel lightheaded." activation_message="You feel lightheaded."
mutation=CLUMSY mutation=M_CLUMSY
New() New()
block=CLUMSYBLOCK block=CLUMSYBLOCK

View File

@@ -132,7 +132,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
if (changeling.current.mind) if (changeling.current.mind)
if (changeling.current.mind.assigned_role == "Clown") if (changeling.current.mind.assigned_role == "Clown")
changeling.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself." changeling.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself."
changeling.current.mutations.Remove(CLUMSY) changeling.current.mutations.Remove(M_CLUMSY)
var/obj_count = 1 var/obj_count = 1
for(var/datum/objective/objective in changeling.objectives) for(var/datum/objective/objective in changeling.objectives)

View File

@@ -131,7 +131,7 @@
if (mob.mind) if (mob.mind)
if (mob.mind.assigned_role == "Clown") if (mob.mind.assigned_role == "Clown")
mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself." mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
mob.mutations.Remove(CLUMSY) mob.mutations.Remove(M_CLUMSY)
var/obj/item/weapon/paper/talisman/supply/T = new(mob) var/obj/item/weapon/paper/talisman/supply/T = new(mob)

View File

@@ -134,7 +134,7 @@
if (mob.mind) if (mob.mind)
if (mob.mind.assigned_role == "Clown") if (mob.mind.assigned_role == "Clown")
mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself." mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
mob.mutations.Remove(CLUMSY) mob.mutations.Remove(M_CLUMSY)
var/obj/item/device/flash/T = new(mob) var/obj/item/device/flash/T = new(mob)

View File

@@ -251,7 +251,7 @@
if (traitor_mob.mind) if (traitor_mob.mind)
if (traitor_mob.mind.assigned_role == "Clown") if (traitor_mob.mind.assigned_role == "Clown")
traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself." traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
traitor_mob.mutations.Remove(CLUMSY) traitor_mob.mutations.Remove(M_CLUMSY)
// find a radio! toolbox(es), backpack, belt, headset // find a radio! toolbox(es), backpack, belt, headset
var/loc = "" var/loc = ""

View File

@@ -200,7 +200,7 @@ You are weak to holy things and starlight. Don't go into space and avoid the Cha
if (vampire.current.mind) if (vampire.current.mind)
if (vampire.current.mind.assigned_role == "Clown") if (vampire.current.mind.assigned_role == "Clown")
vampire.current << "Your lust for blood has allowed you to overcome your clumsy nature allowing you to wield weapons without harming yourself." vampire.current << "Your lust for blood has allowed you to overcome your clumsy nature allowing you to wield weapons without harming yourself."
vampire.current.mutations.Remove(CLUMSY) vampire.current.mutations.Remove(M_CLUMSY)
var/obj_count = 1 var/obj_count = 1
for(var/datum/objective/objective in vampire.objectives) for(var/datum/objective/objective in vampire.objectives)

View File

@@ -224,7 +224,7 @@
H.equip_or_collect(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack) H.equip_or_collect(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/storage/fancy/crayons(H), slot_in_backpack) H.equip_or_collect(new /obj/item/weapon/storage/fancy/crayons(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/toy/waterflower(H), slot_in_backpack) H.equip_or_collect(new /obj/item/toy/waterflower(H), slot_in_backpack)
H.mutations.Add(CLUMSY) H.mutations.Add(M_CLUMSY)
return 1 return 1

View File

@@ -102,7 +102,7 @@
if(5.0) if(5.0)
size = "huge" size = "huge"
else else
//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking" //if ((M_CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item." usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item."
if(src.desc) if(src.desc)
usr << src.desc usr << src.desc
@@ -632,7 +632,7 @@
M.LAssailant = user M.LAssailant = user
src.add_fingerprint(user) src.add_fingerprint(user)
//if((CLUMSY in user.mutations) && prob(50)) //if((M_CLUMSY in user.mutations) && prob(50))
// M = user // M = user
/* /*
M << "\red You stab yourself in the eye." M << "\red You stab yourself in the eye."

View File

@@ -15,7 +15,7 @@
var/last_used = 0 //last world.time it was used. var/last_used = 0 //last world.time it was used.
/obj/item/device/flash/proc/clown_check(var/mob/user) /obj/item/device/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50)) if(user && (M_CLUMSY in user.mutations) && prob(50))
user << "\red \The [src] slips out of your hand." user << "\red \The [src] slips out of your hand."
user.drop_item() user.drop_item()
return 0 return 0

View File

@@ -49,7 +49,7 @@
add_fingerprint(user) add_fingerprint(user)
if(on && user.zone_sel.selecting == "eyes") if(on && user.zone_sel.selecting == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly if(((M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head return ..() //just hit them in the head
if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity

View File

@@ -77,7 +77,7 @@ REAGENT SCANNER
/obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob) /obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
if (( (CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) if (( (M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
user << text("\red You try to analyze the floor's vitals!") user << text("\red You try to analyze the floor's vitals!")
for(var/mob/O in viewers(M, null)) for(var/mob/O in viewers(M, null))
O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1) O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)

View File

@@ -37,7 +37,7 @@
icon_state = "defibpaddleout_low" icon_state = "defibpaddleout_low"
/obj/item/weapon/melee/defibrilator/attack_self(mob/user as mob) /obj/item/weapon/melee/defibrilator/attack_self(mob/user as mob)
if(status && (CLUMSY in user.mutations) && prob(50)) if(status && (M_CLUMSY in user.mutations) && prob(50))
spark_system.attach(user) spark_system.attach(user)
spark_system.set_up(5, 0, src) spark_system.set_up(5, 0, src)
spark_system.start() spark_system.start()

View File

@@ -13,7 +13,7 @@
var/det_time = 50 var/det_time = 50
/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user) /obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>Huh? How does this thing work?</span>" user << "<span class='warning'>Huh? How does this thing work?</span>"
activate(user) activate(user)

View File

@@ -30,7 +30,7 @@
C.update_inv_handcuffed() C.update_inv_handcuffed()
else else
if ((CLUMSY in usr.mutations) && prob(50)) if ((M_CLUMSY in usr.mutations) && prob(50))
usr << "\red Uh ... how do those things work?!" usr << "\red Uh ... how do those things work?!"
if (istype(C, /mob/living/carbon/human)) if (istype(C, /mob/living/carbon/human))
if(!C.handcuffed) if(!C.handcuffed)

View File

@@ -73,7 +73,7 @@
src.icon_state = "fork" src.icon_state = "fork"
return return
else else
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
M = user M = user
return eyestab(M,user) return eyestab(M,user)
@@ -101,7 +101,7 @@
src.icon_state = "fork" src.icon_state = "fork"
return return
else else
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
M = user M = user
return eyestab(M,user) return eyestab(M,user)
@@ -122,7 +122,7 @@
return (BRUTELOSS) return (BRUTELOSS)
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob) /obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You accidentally cut yourself with the [src]." user << "\red You accidentally cut yourself with the [src]."
user.take_organ_damage(20) user.take_organ_damage(20)
return return
@@ -137,7 +137,7 @@
throwforce = 10.0 throwforce = 10.0
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob) /obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You somehow managed to cut yourself with the [src]." user << "\red You somehow managed to cut yourself with the [src]."
user.take_organ_damage(20) user.take_organ_damage(20)
return return
@@ -228,7 +228,7 @@
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway. attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob) /obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head." user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10) user.take_organ_damage(10)
user.Paralyse(2) user.Paralyse(2)
@@ -314,7 +314,7 @@
sleep(rand(2,4)) sleep(rand(2,4))
if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown? if((M_CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
M << "\red You accidentally slam yourself with the [src]!" M << "\red You accidentally slam yourself with the [src]!"
M.Weaken(1) M.Weaken(1)
user.take_organ_damage(2) user.take_organ_damage(2)

View File

@@ -56,7 +56,7 @@
user.take_organ_damage(0,10) user.take_organ_damage(0,10)
return return
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head." user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10) user.take_organ_damage(10)
user.Paralyse(20) user.Paralyse(20)

View File

@@ -16,7 +16,7 @@
/obj/item/weapon/storage/briefcase/attack(mob/living/M as mob, mob/living/user as mob) /obj/item/weapon/storage/briefcase/attack(mob/living/M as mob, mob/living/user as mob)
//..() //..()
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head." user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10) user.take_organ_damage(10)
user.Paralyse(2) user.Paralyse(2)

View File

@@ -176,7 +176,7 @@
//I consider this worthless but it isn't my code so whatever. Remove or uncomment. //I consider this worthless but it isn't my code so whatever. Remove or uncomment.
/*attack(mob/M as mob, mob/living/user as mob) /*attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head." user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10) user.take_organ_damage(10)
user.Paralyse(2) user.Paralyse(2)

View File

@@ -81,7 +81,7 @@
return return
/obj/item/weapon/melee/baton/attack_self(mob/user) /obj/item/weapon/melee/baton/attack_self(mob/user)
if(status && (CLUMSY in user.mutations) && prob(50)) if(status && (M_CLUMSY in user.mutations) && prob(50))
user << "\red You grab the [src] on the wrong side." user << "\red You grab the [src] on the wrong side."
user.Weaken(stunforce*3) user.Weaken(stunforce*3)
deductcharge(hitcost) deductcharge(hitcost)
@@ -100,7 +100,7 @@
add_fingerprint(user) add_fingerprint(user)
/obj/item/weapon/melee/baton/attack(mob/M, mob/user) /obj/item/weapon/melee/baton/attack(mob/M, mob/user)
if(status && (CLUMSY in user.mutations) && prob(50)) if(status && (M_CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>You accidentally hit yourself with [src]!</span>" user << "<span class='danger'>You accidentally hit yourself with [src]!</span>"
user.Weaken(stunforce*3) user.Weaken(stunforce*3)
deductcharge(hitcost) deductcharge(hitcost)

View File

@@ -401,7 +401,7 @@ LOOK FOR SURGERY.DM*/
//if(M.mutations & HUSK) return ..() //if(M.mutations & HUSK) return ..()
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
M = user M = user
return eyestab(M,user) return eyestab(M,user)
@@ -645,7 +645,7 @@ LOOK FOR SURGERY.DM*/
if(!istype(M)) if(!istype(M))
return ..() return ..()
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
M = user M = user
return eyestab(M,user) return eyestab(M,user)

View File

@@ -27,7 +27,7 @@
_color = pick("red","blue","green","purple") _color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob) /obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You accidentally cut yourself with [src]." user << "\red You accidentally cut yourself with [src]."
user.take_organ_damage(5,5) user.take_organ_damage(5,5)
active = !active active = !active
@@ -79,7 +79,7 @@
force = 10 force = 10
/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob) /obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head." user << "\red You club yourself over the head."
user.Weaken(3 * force) user.Weaken(3 * force)
if(ishuman(user)) if(ishuman(user))
@@ -171,7 +171,7 @@
/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob) /obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
if(on) if(on)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head." user << "\red You club yourself over the head."
user.Weaken(3 * force) user.Weaken(3 * force)
if(ishuman(user)) if(ishuman(user))
@@ -262,7 +262,7 @@
return 0 return 0
/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob) /obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You beat yourself in the head with [src]." user << "\red You beat yourself in the head with [src]."
user.take_organ_damage(5) user.take_organ_damage(5)
active = !active active = !active

View File

@@ -86,7 +86,7 @@
if(!istype(M)) return ..() if(!istype(M)) return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head") if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..() return ..()
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
M = user M = user
return eyestab(M,user) return eyestab(M,user)

View File

@@ -164,7 +164,7 @@
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob) /obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
..() ..()
if((CLUMSY in user.mutations) && (wielded) &&prob(40)) if((M_CLUMSY in user.mutations) && (wielded) &&prob(40))
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]." user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
user.take_organ_damage(20,25) user.take_organ_damage(20,25)
return return

View File

@@ -47,7 +47,7 @@
user << "\red You don't have the dexterity to do this!" user << "\red You don't have the dexterity to do this!"
return return
if ((CLUMSY in user.mutations) && prob(50)) if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red The rod slips out of your hand and hits your head." user << "\red The rod slips out of your hand and hits your head."
user.take_organ_damage(10) user.take_organ_damage(10)
user.Paralyse(20) user.Paralyse(20)

View File

@@ -54,7 +54,7 @@
if(!armed) if(!armed)
user << "<span class='notice'>You arm [src].</span>" user << "<span class='notice'>You arm [src].</span>"
else else
if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50))) if(((user.getBrainLoss() >= 60 || (M_CLUMSY in user.mutations)) && prob(50)))
var/which_hand = "l_hand" var/which_hand = "l_hand"
if(!user.hand) if(!user.hand)
which_hand = "r_hand" which_hand = "r_hand"
@@ -70,7 +70,7 @@
attack_hand(mob/living/user as mob) attack_hand(mob/living/user as mob)
if(armed) if(armed)
if(((user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50)) if(((user.getBrainLoss() >= 60 || M_CLUMSY in user.mutations)) && prob(50))
var/which_hand = "l_hand" var/which_hand = "l_hand"
if(!user.hand) if(!user.hand)
which_hand = "r_hand" which_hand = "r_hand"

View File

@@ -176,7 +176,7 @@
var/mode = 1; var/mode = 1;
/obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob) /obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
if(( (CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) if(( (M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
user << text("\red You try to analyze the floor's vitals!") user << text("\red You try to analyze the floor's vitals!")
for(var/mob/O in viewers(M, null)) for(var/mob/O in viewers(M, null))
O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1) O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)

View File

@@ -69,7 +69,7 @@
set category = "Object" set category = "Object"
set src in usr set src in usr
if((CLUMSY in usr.mutations) && prob(50)) if((M_CLUMSY in usr.mutations) && prob(50))
usr << "<span class='warning'>You cut yourself on the paper.</span>" usr << "<span class='warning'>You cut yourself on the paper.</span>"
return return
var/n_name = copytext(sanitize(input(usr, "What would you like to label the paper?", "Paper Labelling", null) as text), 1, MAX_NAME_LEN) var/n_name = copytext(sanitize(input(usr, "What would you like to label the paper?", "Paper Labelling", null) as text), 1, MAX_NAME_LEN)

View File

@@ -62,11 +62,11 @@
return 1 return 1
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this /obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
//Exclude lasertag guns from the CLUMSY check. //Exclude lasertag guns from the M_CLUMSY check.
if(clumsy_check) if(clumsy_check)
if(istype(user, /mob/living)) if(istype(user, /mob/living))
var/mob/living/M = user var/mob/living/M = user
if ((CLUMSY in M.mutations) && prob(50)) if ((M_CLUMSY in M.mutations) && prob(50))
M << "<span class='danger'>[src] blows up in your face.</span>" M << "<span class='danger'>[src] blows up in your face.</span>"
M.take_organ_damage(0,20) M.take_organ_damage(0,20)
M.drop_item() M.drop_item()

View File

@@ -58,7 +58,7 @@
return return
if (user.a_intent == "hurt" && ismob(target)) if (user.a_intent == "hurt" && ismob(target))
if((CLUMSY in user.mutations) && prob(50)) if((M_CLUMSY in user.mutations) && prob(50))
target = user target = user
syringestab(target, user) syringestab(target, user)
return return

View File

@@ -323,7 +323,7 @@ var/MAX_EXPLOSION_RANGE = 14
#define M_RESIST_COLD 2 #define M_RESIST_COLD 2
#define M_XRAY 3 #define M_XRAY 3
#define M_HULK 4 #define M_HULK 4
#define CLUMSY 5 #define M_CLUMSY 5
#define FAT 6 #define FAT 6
#define HUSK 7 #define HUSK 7
#define NOCLONE 8 #define NOCLONE 8

View File

@@ -60,7 +60,7 @@
/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) /obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (user.get_active_hand() == src) if (user.get_active_hand() == src)
if ((CLUMSY in usr.mutations) && prob(50)) if ((M_CLUMSY in usr.mutations) && prob(50))
user << "\red Huh? How does this thing work?!" user << "\red Huh? How does this thing work?!"
src.state = 1 src.state = 1
src.icon_state = "flashbang1" src.icon_state = "flashbang1"
@@ -108,7 +108,7 @@
/obj/item/weapon/firbang/attack_self(mob/user as mob) /obj/item/weapon/firbang/attack_self(mob/user as mob)
if (!src.state) if (!src.state)
if (CLUMSY in user.mutations) if (M_CLUMSY in user.mutations)
user << "\red Huh? How does this thing work?!" user << "\red Huh? How does this thing work?!"
spawn( 5 ) spawn( 5 )
prime() prime()