diff --git a/code/modules/mob/living/living_active_block.dm b/code/modules/mob/living/living_active_block.dm index 729e7d3d7a..2493509e16 100644 --- a/code/modules/mob/living/living_active_block.dm +++ b/code/modules/mob/living/living_active_block.dm @@ -13,7 +13,7 @@ DelayNextAction(data.block_end_click_cd_add) return TRUE -/mob/living/proc/ACTIVE_BLOCK_START(obj/item/I) +/mob/living/proc/active_block_start(obj/item/I) if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING)) return FALSE if(!(I in held_items)) @@ -109,7 +109,7 @@ animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, FALSE, SINE_EASING | EASE_IN, ANIMATION_END_NOW) return combat_flags &= ~(COMBAT_FLAG_ACTIVE_BLOCK_STARTING) - ACTIVE_BLOCK_START(I) + active_block_start(I) /** * Gets the first item we can that can block, but if that fails, default to active held item.COMSIG_ENABLE_COMBAT_MODE @@ -180,6 +180,12 @@ /// Apply the stamina damage to our user, notice how damage argument is stamina_amount. /obj/item/proc/active_block_do_stamina_damage(mob/living/owner, atom/object, stamina_amount, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) + if(istype(object, /obj/item/projectile)) + var/obj/item/projectile/P = object + if(P.stamina) + var/blocked = active_block_calculate_final_damage(owner, object, P.stamina, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return) + var/stam = active_block_stamina_cost(owner, object, blocked, attack_text, ATTACK_TYPE_PROJECTILE, armour_penetration, attacker, def_zone, final_block_chance, block_return) + stamina_amount += stam var/datum/block_parry_data/data = get_block_parry_data() if(iscarbon(owner)) var/mob/living/carbon/C = owner