diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index 3b6995f93e..0da18f0d7c 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -364,11 +364,13 @@ obj/item/shield/riot/bullet_proof block_chance = 50 slowdown = 1 shield_flags = SHIELD_FLAGS_DEFAULT + max_integrity = 60 + obj_integrity = 60 item_flags = SLOWS_WHILE_IN_HAND var/recharge_timerid var/recharge_delay = 15 SECONDS -/// Entirely overriden take_damage. +/// Entirely overriden take_damage. This shouldn't exist outside of an implant (other than maybe christmas). /obj/item/shield/riot/implant/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, armour_penetration = 0) obj_integrity -= damage_amount if(obj_integrity < 0) @@ -376,6 +378,7 @@ obj/item/shield/riot/bullet_proof if(obj_integrity == 0) if(ismob(loc)) var/mob/living/L = loc + playsound(src, 'sound/effects/glassbr3.ogg', 100) L.visible_message("[src] overloads from the damage sustained!") L.dropItemToGround(src) //implant component catch hook will grab it.